Martial Masters/Reika

From SuperCombo Wiki

Introduction

Move List

Quick Movelist

Normal Attack:

                           F+C

Special Attacks:

                    Crouching Bx2, Crouching A
                           A x4

Advanced Attacks:

S.Moon Roll QCF+P Chaser QCB+Px2 Rotators QCF+K S.Kick F,QCF+K Meteorite HCB+K

Deadly Attacks:

G.Moon Roll QCFx2+P Butterfly Strike QCFx2+K

Shadow Moves

Shadow Moves


Pressure Leap Kicks qcf + LK+HP must connect (not blocked)

                                                   to perform entire 
                                                   maneuver; launches 
                                                   opponent

Chi Storm qcb + LK+HP a fireball will collide

                                                   with other projectiles 
                                                   as both will be 
                                                   "destroyed" in the 
                                                   process

Stagger Grab hcf + LP+LK connects close and is

                                                   unblockable; small
                                                   window for free attack
                                                   after landing maneuver



Throw Moves

Command Moves

Command Moves


Laugh And Point HP+HK can hit opponent for very

                                                   minor damage; taunt 
                                                   fills Super Meter 
                                                   considerably

Hopping Jump Kick d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Side Stance Palm f + HP Double Sweep d + HK both parts must be blocked

                                                   low

Double Foot Stomp d/u + LP/LK/HP/HK pursue attack

                          when opponent is 
                          on floor


Special Moves

Special Moves


Chi Blast qcf + P LP=slow, HP=fast; will

                                                   collide with other 
                                                   projectiles as both 
                                                   will be "destroyed" in
                                                   the process

Trap Uppercut f, d, df + P first part must connect

                                                   (not blocked) to perform
                                                   the entire maneuver

Pressure Elbow qcb + P LP=short, HP=far

 Iron Palms             qcb + P

Opening Fan qcf + K LK=short with last hit

                                                   being an overhead; far
                                                   with last two hits being
                                                   overheads

Leaping Double Kick f, d, df + K LK=short, HK=far; launches

                                                   opponent

Leap Frog hcb + K leap must touch opponent

                                                   to perform entire 
                                                   maneuver; unblockable;
                                                   staggers opponent

Super Moves

Supers


Chi Bomb qcf, qcf + P LP=vertically up and down,

                                                   HP=far toss; absorbs
                                                   projectiles

Swift Barrage qcf, qcf + K end parts of the Opening

                                                   Fan maneuvers are
                                                   overheads; launches
                                                   opponent

Combos

Crossups: j.B

Normals:

c.D  - Launches.
6C

Specials:

214A/C
 -> 214P
236A/C  - Projectile.
623P    - Can always connect in a juggle.
236B/D  - Last hit of B is High. Last 2 hits of D are High.
623B/D  - Invincible startup. D version travels farther.
63214K  - Command Grab. Can combo after.

Supers:

236236A/C  - Projectile. A Travels vertically, C travels horizontally.
             Can always connect in a juggle.
236236K  - Invincible startup. Launches.

Combos:

(2B) 2B 2A 6C 623D, 623K, 623P - Staple combo off a low. 2B 2A 5A 5C 6C ... - May work up close on some characters. 5C/5D 6C ...

... 6C 623D, c.D, 236236A, 623C - Corner. ... 6C 236236K, 623D, 623P or 236236P, 623P ... 6C 214C 214P - Works when 623D will not hit. ... 6C 214C 214P(1) 236B+C ... - Cancel into the shadow version quickly. ... 6C 214C 214P(1) 236B+C 236236K, c.D, (236236P)

   - Kick Super will cause them to not launch after Shadow.

6C 236A, 6C ... - Corner only. Extremely character and distance specific.

                  Potentially more reps possible.
                  

c.D, 623K ...

2D(1) 623D ... 2D(1) 214C ... 2D(2) 623C - May need to delay slightly on some characters. 2D(2) 623B, 6C 623C - Huang only.

... 623K, 623K, 623P - Staple strong combo finish. ... 623K, c.C 623C - Alternate finish, better for those you can't hit normally ... 623K, 623K, 236236A, 623C - Easy to hit, works anywhere. ... 623K, c.D, 236236A, 623C - Alternate setup, good for the corner. ... 623K, 236236K, 236236A, 623C - Near Corner Only, difficult timing.

236D, 236236A, 623P - Corner only.

63214K, pause, 66 5C 6C ... - Controls are reversed on hit so you must delay

                              before dashing.
                              

... 236236A, 236236A, 236236A, ... - Super loop. Zzzzz.

... 236B+C, c.D, c.D, 2C 623D or 623C - Easy combo. Hold back to avoid crossup ... 236B+C, 214P, c.D, c.D, 2C, 623B, 623C ... 236B+C, 214P, c.D, c.D, 2C, 623B, 236236A, 623C - Extra damage.

... 236B+C, 214P, c.D 214A(wiff), c.D 214A(wiff), 623B, 2C, 623C or 236236A..

   - Slightly better meter gain but basically the same.
   

... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623D, 623C ... 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623B,236236A,66 623P

   - Mid screen versions. Very stylish, lots of crossunders. Builds a lot of
     meter.

41236A+B, C 6C ...

Strategies