Martial Masters/Lotus Master

From SuperCombo Wiki

Introduction

Move List

Throw Moves

Command Moves

Special Moves

Super Moves

Combos

Crossups: j.A, j.C

Normals:

 6C  - Launches
 1D/2D/3D  - Controls the distance of his slide.

Specials:

 236A/C  - Projectile. Stays in place at a distance.
 236B/D  - Projectile. Moves forwards and up.
 63214B/D  - Unblockable rush attack.
 421A/C 214P 236P P  - First hit is High.
 j.41236A/C  - Diving Throw. Can be TKed. Grabs in the air or on the ground.
 

Supers:

 63214A/C  - Anti-Air grab. A version jumps vertical, C jumps diagonal.
 236236A/C  - Unblockable strike. A version jumps short, C jumps far.
 236236K  - Projectile. Untechrollable?

Taunt:

 Can hit people in the air or if they are standing still. But otherwise,
 passes through without hitting.
 

214B+C Shadow Special:

 Has Vacuum. Can have up to 2 on the screen at a time. Vacuum effect
 will stack with more than one on the screen.
 

Unblockable Setup:

 214B+C, 63214D or 236236P
 Escapable via Guard Cancel.


Combos:

2A 2B 6C ... (2B) 2B 6C ... 2B 2B 2B 6C 236236C

c.C/c.D/2C 6C ...

... 6C f.D ... 6C 236C, Taunt - Builds decent meter. ... 6C 63214C

... 6C 236236K - Corner only. ... 6C 214B+C, f.D, c.D, j.D - Deep Corner only. ... 6C 214B+C, f.D, c.D 63214C - Deep Corner only. ... 6C 214B+C, 236236K, 63214P - Deep Corner only.

... 6C(1) 421A 214P 236P, f.C - Distance specific, might miss from far. ... 6C(1) 421A 214P 236P, 66 c.C 6C or 236236K 2P/K - Works mid, but difficult.

... 6C(1) 421A 214P 236P, c.C/2C 6C 214B+C, f.D, c.D, j.D - Near Corner. ... 6C(1) 421A 214P 236P, c.C/2C 6C 214B+C, f.D, c.D 63214P - Near Corner. ... 6C(1) 421A 236B+C ...

... 236B+C, f.D, f.D, 66 c.D, 236D or 63214C

41236A+B c.D 6C ...

Strategies