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 ...