Martial Masters/Red Snake

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Introduction

Move List

Quick Movelist

Normal Attacks:

                             F+A
                             DnF+C

Special Attacks:

                      Crouching B x3
                             A+B

Advanced Attacks:

Sun Chase F,QCF+A,U+P

                             F,QCF+A,Dn+K
                             F,QCF+C

Snake Tongue QCF+P x2 Snake Moon F,QCF+K Snake Water HCB+P,QCB+P

                             HCF+K

Deadly Attacks:

Snake Dance QCFx2+P Snake Chaos QCFx2+K

Shadow Moves

Shadow Moves


Snake Dance qcf + LK+HP must connect (not blocked)

                                                   to perform entire 
                                                   maneuver; launches
                                                   opponent at end of
                                                   maneuver

Shadow Ravenous Fang 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


Charmer HP+HK can hit opponent for very

                                                   minor damage; taunt 
                                                   fills Super Meter 
                                                   considerably

Hopping Spike d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Single Fang f + LP Venom Stab df + HP Double Kick d + HK first part must be blocked

                                                   low

Bow Smash d/u + LP/LK/HP/HK pursue attack

                          when opponent is 
                          on floor

Special Moves

Special Moves


Ravenous Fang qcf + P LP=short and 4 hits,

                                                   HP=far and 8 hits
 Finish                 qcf + P

Viper Blade f, d, df + LP

 Hopping Spike          u + P                    Viper Blade must touch
                                                   opponent to allow for
                                                   this follow up; overhead 
 Sneaky Trip            d + K                    Viper Blade must touch
                                                   opponent to allow for
                                                   this follow up; must be
                                                   blocked low

Viper Rush f, d, df + HP Slither And Strike hcb + P

 Final Strike           qcb + P                  Slither and Strike must
                                                   touch opponent to allow
                                                   this follow up

Scissor Takedown hcf + K running throw that connects

                                                   close and is unblockable;
                                                   LK=runs short, HK=runs
                                                   far

Tail Whip Kick f, d, df + K LK=short and 2 hits,

                                                   HK=far and 3 hits

Super Moves

Supers


Snakebite qcf, qcf + P Serpent Flurry qcf, qcf + K first part must connect

                                                   (not blocked) to perform
                                                   the entire maneuver

Combos

Preferred Throw: A+D Crossups: j.B

Normals:

6A

Specials:

623A
 -> 8P  - High Hit
 -> 2K  - Low Hit
623C  - 3 Hit Rush
236A/C, 236P
63214P, 214P  - Invincible during back dash.
623B/D  - Invincible startup.
41236B/D  - Running Unblockable Strike. D version travels farther.
            Can't be performed during 214B+C unless it is hitting.
            Has Foot Invincibility.

Supers:

236236P  - Very short startup, travels across the screen. Invincible until
           recovery. Can't be tech-rolled.
236236K  - Invincible startup. Can't be tech-rolled.

Combos:

2A 2A 2A 236236P/K 2B 2B 2B 236236P/K

2A/2B 5A 5B - Throw setup. Works on hit or block.

2A/5C/c.D 3C (6A) 623A 8P/2K ... 3C (6A) 623C(2) 236B+C ... ... 3C (6A) 623C(2) 214B+C ...

2D 236236P, 2P/K 2D(1) 214B+C or 236B+C ...

A+D, 66 f.D A+D, 66 3C, 41236K - Throw setup. Possible for them to reversal out. A+D, 236236P, 2P/K A+D, 623D - Corner. A+D, 66 623D - May work on some characters at mid screen. A+D, 623A 8P - Near Corner.

214B+C, 2D, 2C, 623D ... 214B+C, f.D, 66 f.D, 66 c.D 3C (6A) 623C(2) 214B+C ... - Very strong loop. ... 214B+C, f.D, f.D, 2A+B, c.D 3C (6A) 623C(2) 214B+C ... - Corner version

... 236B+C, f.D, f.D, 66 f.D, 623D, f.D - Corner ... 236B+C, f.D, 66 j.D, 623D, f.D, f.D - Mid

41236A+B, 6, c.C/c.D 3C 6A 623A 8P 41236A+B, 6, c.C/c.D 3C 6A 623C(2) 236B+C, f.D, sj.D, 623K, f.D, 66 f.D

... c.C/c.D 3C 6A 623C(2) 236B+C, 6, j.D (delaunch), C 3C 236236K or 623A 8P

   - Delaunch combo. Must start from 41236A+B or crossup.
   

... c.C/c.D 3C 6A 623C(2) 236B+C, ( 6, j.D (delaunch), C 3C (6A) 623B+C )*n ...

   - Blow a lot of meter for a little extra damage.

Strategies