Martial Masters/Drunk Master

From SuperCombo Wiki

Introduction

Move List

QuickMovelist

Normal Attack: F+A

Special Attack: C,C,D,C

Advanced Attacks:

Near opponent Ax3, Crouching B Drunk Punch QCB+P,P Asking Road QCF+K,QCF+P Drunk Moon F,QCF+K Mixed Wine HCB+K Sand Storm HCF+P Straight Up F,QCF+P

                           F,Dn,Bk,F+P

Deadly Attacks:

Dead Drunk QCFx2+P Swallow Drunk QCBx2+K

Shadow Moves

Shadow Moves


Top Kick qcf + LK+HP must connect (not blocked)

                                                   to perform entire 
                                                   maneuver; launches
                                                   opponent

Gourd Frenzy 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


Sake HP+HK can hit opponent for very

                                                   minor damage; taunt 
                                                   fills Super Meter 
                                                   considerably

Hopping Palm d + LP+LK overhead Backstep and Jump b + LP+LK can follow with air attack Drunken Claw f + LP Slide Kick d + HK must be blocked low Leg Drop d/u + LP/LK/HP/HK pursue attack

                          when opponent is 
                          on floor

Special Moves

Special Moves


Gourd Swing f, d, df + P second part must be

                                                   blocked low

Stagger Top hcf + P LP=short, HP=far

 Drunken Smash          cancel into hcf + LP     overhead
                          version or perform
                          hcf + HP without
                          canceling

Forward Roll qcb + P LP=short, HP=far

 Crushing Forearm       P                        launches opponent

Butterfly Strike hcb, f + P connects close and is

                                                   unblockable; wall
                                                   bounces opponent; 
                                                   can be canceled into

Rotating Kick qcf + K LK=short, HK=far

 Drunken Slide          qcf + P

Sake Spit hcb + K HK version lasts longer;

                                                   auto counter

Drunken Dance f, d, df + K LK=4 hits with second hit

                                                   being an overhead, 
                                                   HK=6 hits with last hit
                                                   being an overhead

Super Moves

Supers


Gourd Nunchaku qcf, qcf + P Strong Sake qcb, qcb + K auto counter super

Combos

Crossups: j.B, j.D

Normals:

6A
C C D C

Specials:

41236A   - When canceled into, Headbutts after last hit. Headbutt is High.
41236C   - When done from neutral, Heatbutts after last hit. Headbutt is High.
214A/C   - Invincible after brief startup. C version travels farther.
 -> P    - Loses Invincibility. Launches.
623P     - Last hit is Low.
632146P  - Command Grab.  Can be comboed into. Launches.
236B/D
 -> 236P - Can always be juggled after, seems to have 'Juggle Reset' property.
63214B/D - Parries Mid and High attacks. Staggers. D version lasts longer.
623B     - Second hit is High.
623D     - Last hit is High.

Supers:

236236P  - Has a lot of invincibility.
214214K  - Parries all strikes, no startup.


Combos:

5B 5A 6A 236B, 236A, ... - Easy, can lead to super or loop. 5B 5A 6A 214C C, 214P P - Easy, high damage.

5B 6A 632146P, 214P P, 214P P - Slightly stronger but doesn't work in some

                                situations.

5B 6A 632146P, 236236P - Will work in situations where the roll won't. 5B 5A 6A 632146P ... - May work in some situations but very distance dependant.

C C 6A ...

... 6A 214C P, 236D 236A, 236D 236A ... - Works when not in the corner.

                                          Generally your BEST normal combo!

5B 6A 632146P, 214P P, 236D 236A, 236K 236A ...

   - In case you throw, you can still do this loop.
   

... 236B, 236A, 236236P - End with super for very good damage. ... 214P P, 236236P

63214K, 66, C C 6A ... 63214K, 6, j.D (crossup), C C 6A ... - Crossup combo, very strong but hard.

5B 5A 6A 623C(3) 236B+C ... (2A+B) C C 6A 623C(3) 236B+C ...

... 236B+C, 214P P, 214P P, j.C, 214P, P or 236236P ... 236B+C, 214P P, 214P P, j.C, 236K 236P, ... - Advanced version.

41236A+B, C C 6A 214C C, 214C C - Basic super throw combo. 41236A+B, C C 6A 236236P - Strong but expensive. 41236A+B, C C 6A 214P P, 236236P - Need to have back near corner.

... C C 6A 41236C 236B+C, 66 C C 6A 214C C, 214C C or 236236P

   - Delaunch. Must be done from crossup or 41236A+B.
   

... C C 6A 41236C 236B+C, 66 C C 6A 41236C 236B+C ...

   - Delaunch loop.

... C C 6A 623C(3) 236B+C, 2A+B, C C 6A 623D

   - Delaunch, must have your back to the corner before you crossup?

... 236B, 236A, 236B, 236A ...

   - Infinite loop. Only works on a few characters, very hard to do.

Strategies