Martial Masters/Master Huang

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Mmmhuang.gif

Introduction

Pros:
Shittons of damage off everything.
Very tricky high/low/throw game.
Huge loops.
Can infinite half the cast from anywhere.
Dive kick gives him good air control and crossups.
Very good shadow attacks.

Cons:
No true reversal attacks
Lack of special projectiles

Move List

Quick Movelist

Normal Attacks: f+C
b+B

Special Attacks: 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

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 isunblockable; small window for free attack after landing maneuver

Throw 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

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

Awakening Spirit qcf, qcf + P
Dragon Rave qcf, qcf + K first part must connect (not blocked) to perform entire maneuver

Combos

2B,2B,2A~236A 2B,2A~4B~236C cl.C(1),cl.D~4B~236C 2B,2A~4B~623D,2K

Basic meterless hit confirms, works on the whole cast.

2B,2B~214D,236D,214D,5B > Pursuit cl.C(1),cl.D~214D,236D,214D,5B > Pursuit

Combo with very good corner carry ending in pursuit.

2B,2A~63214A > run > cl.C(1),cl.D~214D,214D,236D

Combo using Huang's command grab

2B,2A~214D,236D~SAL > far.D > jf.D > 4B~421B > 236C cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > 623B,2K

Combos with a single use of Shadow Attack Launcher (SAL).

cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > cl.D~SAR > 4B~[623K,2K]xN

SAR extension to a SAL combo ending in a DP corner loop, opponent must be in the corner for the cl.D~SAR to connect. On Master Huang, Monkey Boy, Drunken Master, Red Snake, and Saojin the [623K,2K] on the corner alternates strengths starting with 623D. For Scorpion, Ghost Kick, and Tiger it alternates strengths starting with 623B. The loop doesn't work on Lotus Master and Monk. On Reika the [[623D,2K > 623B,K]x3 > cl.D~SAR > 4B] can be looped infinitely.

Corner: [cl.C(1),cl.D~421B,41236D]xN

Corner infinite, the 421B is very delayed, works on Master Huang, Drunken Master, Crane, Ghost Kick, and Reika.

Corner: [cl.C(1),cl.D~421D,41236B]xN

Slightly different version of the above corner infinite that works on Scorpion and Monk.

Strategies

Master Huang its the typical chinese hero and main protagonist as the optimist and serious challenge seeker from 70's and 80's Martial Arts Movies...

He is a balanced rushdown characters but don't have a good counter-reversal move and its focused in offensive at medium distance

Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Crane
Drunk Master
Ghost Kick
Lotus Master
Master Huang
Monk
Monkey Boy
Reika
Red Snake
Saojin
Scorpion
Tiger