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

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

Crossups: j.B, j.C


Combos:

(2B) 2B 2A 236P or 623D 2K
(2B) 2B 2A 214K 236K 236B+C ...
2B 2A 4B 623D, 2K - Strongest without bar, when possible.
2B 2A 4B 214K 236K 236B+C ...
5B 4B ...

c.C(1) c.D 6C ... - Basic combo starter
c.C(1) c.D 63214A, 66 c.C(1) c.D 6C ... - Advanced version, changes sides.
c.C(1) c.D 63214A, 66 c.C(1) c.D, 63214A, ... - Extra Advanced version
. Must delay 63214A very late. Can be looped until the corner.

63214C, 6, c.C(1) c.D 6C ... - Can do all normal combos off the back throw.
63214C, 6, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C 214K 236K 214K B
- Delaunch off command throw. Very small meter usage, can be looped.

421K 41236K(2+), 236236P
421K 41236K(1), 4B ... - Must only hit once with the dive.

... 236B+C, (66) f.D, 421D, 4B, j.D, 623K 2K or 236236P
... 236B+C, f.D, 66 j.D, 4B, j.D, 623K 2K or 236236P - More damage.
... 236B+C, f.D, (66) f.D, 66 f.D, 66 2C, 623D 2K or 236236P - Near Corner.

... 236B+C, f.D, 66 j.D, j.D, 4B 623B 2K (wiff), 236P or 236236P/K - Fancy version. Hard to do. 2K must wiff to be able to follow up.
236236P super does less damage but is easier to land.


41236A+B, c.C(1) c.D 6C ...
41236A+B, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C ...
- Same as off command throw but a lot more damage.


... ( c.C(1) c.D 6C 214K 236K 236B+C, crossup j.C, c.C(1) c.D 63214A, 66 )*n
- Infinite Delaunch combo. Must have them facing into the corner.

Strategies