Introduction
Martial Masters (Chinese: 形意拳 Xíngyìqúan; Japanese name: シンイーケン, Shin-Ī Ken) is an arcade fighting game developed by IGS and released in 1999. The setting and characters draw inspiration from Hong Kong martial arts films, specifically Once Upon a Time in China, Drunken Master and Operation Scorpio.
Button Notations
(Note: All of this is assuming that your character is facing to the right - the player 2 side, I mean. The Numpad there is just a way to answer the question "Why does that number mean that directional?" Just a tip: See 5 as the joystick on a neutral state, that will make it easier. If you have a numpad on your keyboard, you can use it as well.)
1 = Down-back = The directional for blocking low moves(Aka crouch-blocking);
2 = Down = The directional for crouching;
3 = Down-forward = Crouches as well, but everyone uses 1 for crouching for the most part;
4 = Backwards = The directional for blocking high moves;
5 = Neutral state = Where your character is doing nothing;
6 = Forward = Only to move forward, and to do most command normals;
7 = Up-back = Backwards jump;
8 = Up = Neutral jump;
9 = Up-forward = Forward jump.
LP = Light Punch LK = Light Kick HP = Heavy Punch HK = Heavy Kick
(Note: "x" and "y" can be everything here, they aren't important)
, = Link. Doesn't directly cancel, you must properly time the next move.
(x) = Optional move, you might skip it for one reason or another.
... = Fill in the blank with whatever followup or starter is ideal.
f.x = The far version of a normal.
c.x = The close version of a normal.
j.x = The jumping version of a normal.
x/y = One or the other
AA = Anti-Air. Only works(Or works better) if this move hits against someone in the air.
Gameplay
Throw LP+HK / LK+HK
connects close
Throw Escape press LP+HK / LK+HK just as the opponent is throwing you
must use the same combination that the opponent is using to throw you in order toescape
Forward Run f, f, then hold f to continue run
Dash Jump uf
Halt b or stop holding f
Dash Backward b, b
Block High b
Block Low db
will not block overheads
Super Jump d, ub/u/uf
Low Dodge Overhead d + LP+LK
overhead
Backroll and Jump b + LP+LK
can follow with air attack
Pursue Attack d/u + LP/LK/HP/HK
pursue attack when opponent is on floor
Taunt HP+HK
can hit opponent for veryminor damage; taunt fills Super Meter considerably
Instant Roll Forward f + LP+LK after being knocked down and before you hit the floor
Instant Roll Backward b + LP+LK after being knocked down and before you hit the floor
Delayed Roll Forward hold f after being knocked down
Delayed Roll Backward hold b after being knocked down
Super Meter
You can build the Super Meter by using special moves, touching your opponent with attacks, taunting, and being hit by your opponent.
It is possible to have 9 stocks of meter.
The following are maneuvers that require super meter stocks:
- Guard Burst HP+HK
while blocking opponent's attack
requires one super meter stock
- Shadow Attack Launcher qcf + LK+HP
requires one super meter stock; must connect (not blocked) to perform entire maneuver;
either launches or wall bounces opponent
- Shadow Attack Rush qcb + LK+HP
requires one super meter stock
Stagger Grab hcf + LP+LK
requires one super meter stock; connects close and is unblockable; small window for free attack after landing maneuver
- Super
refer to character's movelist
requires one super meter stock
Characters
Tier List
S+ Crane
S Reika, Snake, Monkey Boy, Huang, SaoJin
A+ Monk, Tiger
A Lotus, Scorpion
B Ghost Kick, Drunken
The breakdowns are on character's pages
Font: http://forums.shoryuken.com/discussion/21557/martial-masters-anyone/p2