Martial Masters/Scorpion

From SuperCombo Wiki

Introduction

Move List

Quick Movelist

Normal Attacks:

                             F+B
                             F+D

Special Attacks:

                      Crouching B, Crouch A, Crouch C
                             Crouch A, Crouch B

Advanced Attacks:

Rotating Kick F,QCF+P Scorpion Kick HCF+K, F,QCF+K Scorpion Attack QCB+K, F+K Scopion Cut F,QCF+K,QCF+K Sleeping Scorpion B,QCB+P or K,QCF+K

Deadly Attacks

Scorpion Slaughter QCFx2+P Deadly Kick QCFx2+K

Shadow Moves

Shadow Moves


Ruthless Kicks qcf + LK+HP must connect (not blocked)

                                                   to perform entire 
                                                   maneuver; wall bounces
                                                   opponent

Shadow Arc Dropkick 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


Come On HP+HK can hit opponent for very

                                                   minor damage; taunt 
                                                   fills Super Meter 
                                                   considerably

Hopping Strike d + LP+LK overhead Backroll and Jump b + LP+LK can follow with air attack Snap Axe f + LK 2 hits; second hit is an

                                                   overhead

Pincher Kick f + HK 2 hits; overhead Double Sting d/u + LP/LK/HP/HK 2 hits; pursue attack

                          when opponent is 
                          on floor

Special Moves

Special Moves


Aculeus Sting f, d, df + P LP=short and 2 hits;

                                                   HP=far and 3 hits with
                                                   first part being an
                                                   overhead

Predator Crash b, d, db + P LP=straight, HP=diagonally

                                                   upward
 Hang Kick              qcf + K                  Predator Crash must touch
                                                   opponent to allow for
                                                   this follow up; overhead

Predator Crash Fake b, d, db + K Desert Crawl hcf + K both hits must be blocked

                                                   low
 Trap Kick              qcf + K                  can be activated after
                                                   either hit of the Desert
                                                   Crawl; overhead

Death Roll hcb + K LK=short, HK=far

 Venomous Kick          f + K                    Death Roll must touch
                                                   opponent to perform this
                                                   follow up

Arc Dropkick f, d, df + K LK=short and 4 hits,

                                                   HK=far and 5 hits
 Captured Prey          qcf + LK                 Arc Dropkick must connect
                                                   (not blocked) to perform
                                                   this follow up

Super Moves

Supers


Merciless Feast qcf, qcf + P first part must connect

                                                   (not blocked) to
                                                   perform entire maneuver

Lethal Sting qcf, qcf + K overhead

Combos

Crossups: j.D

Combos:

5A 2A 2C 623B 236B 2B 2A 2C ... 2B/2A 2A 236236P ... ... 2C 63214D 236B+C ...

c.C/5D 6B 623B or 41236K or 63214K ... c.C/5D 6B, 236236P ... - Try inputting the super early if you have trouble.

6D 41236K or 623B ... 5C/5D 6D 236236P ... - You can't combo into the 6D but for some reason the super only combos off 6D after a 5C or 5D.

... 236236P, 236236P, D - Difficult to land the D outside the corner. Resets? ... 236236P, 236236P, 623A/C <-- Might work? Take a look. ... 236236P, 623A Any unrollable knockdown -> 236236K - Strong OTG attack.

A+D, 2P/K - Seems to be a free OTG hit. A+D, 236236K

... 63214D 236B+C, 623B, D/6D 623C, 66 (cross under) D 421P 236K

   - Works anywhere that isn't close to the corner.
   

... 236B+C, 66C, D/6D 623C, D 421P 236K - Works near the corner.

... 236B+C, (623B or 66C), D/6D 623C, 623A, 236236P, D

   - For best damage, do the super as late as possible.

41236A+B, c.C 6B 623B 236B 41236A+B, c.C 6B 63214D 236B+C ... 41236A+B, c.C 6B 236236P, 236236P, D - Very strong but needs 3 bars to do it.

Strategies