Martial Masters/Ghost Kick

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Lots of solid moves.
Very good AA.
Big ass 6D poke.
j.C is a huge crossup.

Weak High/Low game.
DPs aren't fully invincible.
214P is worthless.

Move List

Quick Movelist

Normal Attacks:

Special Attack:
Crouching Bx3

Advanced Attacks:
Pearl Fight F,QCF+K
Immoral QCF+K
Irritator QCB+P,F,QCF+P
Spirit's Catch B,QCB+P
Ghost Transport QCB+K,F,QCF+P

Deadly Attacks:
The Saints QCFx2+K
Holy Dragon QCBx2+K

Shadow Moves

Shadow Riot Flash qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent
Gatling Kicks 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

Aggressive Pride HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Knee d + LP+LK overhead
Cartwheel and Jump b + LP+LK can follow with air attack
Reaching Axe Kick f + LP
Driving Headbutt f + HP Rolling Scissors d + HP 2 hits
Flying Gut Kick f + HK
Dirty Punt d/u + LP/LK/HP/HK pursue attack when opponent is on floor

Special Moves

Rumble Takedown f, d, df + P HP version jumps higher and further; catches opponents in air for an air throw
Violent Kicks qcb + P LP=6 hits, HP=10 hits
-Riot Flash f, d, df + P LP=one flip, HP=two flips
Supreme Crash b, d, db + P LP=short and 1 hit; HP=far and 2 hits; overhead
Handstand Wallop qcf + K LK=short and 2 hits, HK=far and 4 hits
Corkscrew f, d, df + K LK=low and 5 hits, HK=high and 8 hits
Leg Whip qcb + K 2 hits with both needing to be blocked low; launches opponent; can follow with Rumble Takedown

Super Moves

Horizontal Corkscrew qcf, qcf + K
Tornado Corkscrew qcb, qcb + K has a slight vacuum ffect


Crossups: j.C

Combos: 2B 2B 623K ...
2B 2B 2B 236236K
2B 5A 6D ...
5A 2B ...

C/2C 6D ... 2C(1) 6A/6C ... - Worthless??

... 6D 214K, 623D, 623P
... 6D 623D, 214K, 623A - Doesn't hit most characters but works better on some
... 6D 236D 236B+C ...
... 6D 214C 236B+C ... - Slightly more damage.

214P, 623A, 623P
214P, 623C, 421P

AA 623K, 4, 214K, 623A
... 623B, 623A - Near Corner
623K, 623D, 623A - Corner
623K, 214214K - Corner

214K, 623D, 623A
214K, 214214K
214K, 214K - Might need to use this on some from max distance.

A+D, 214K, 623A - Only combos on Tiger, works anywhere.
A+D, 214K, 214214K - Same.
A+D, 214K, 6 623D, 623A - Tiger only, near the corner.

A+D, 623D, 623D, 623P - Corner, only hits Monk/Tiger/Scorpion/Lotus.
A+D, 623D, 214214K - Corner, same.
A+D, 236236K - Near corner, also works on Snake/Drunken/Huang/SaoJin.

B+D, 214214K - Hits Monk/Tiger in the corner. Others?

... 421C*n - If they don't tech roll you can keep doing this. However, they can tech roll between any hit, so it's not an infinite. Only works on Reika/??
2C(1) 214B+C, 236D, j.C, C 6D ... Good to start off j.C crossup or 2A+B.

2C(1) 214B+C, 66 5D 6D 236B, 66 5C/2C 6D ... - More difficult but stronger.

... 236B+C, j.D, 214K, 623D, 6 623D, 623A - Anywhere, easy.
... 236B+C, j.D, 623D, 623D, 623B, 623A - Also works, easier in the corner.

41236A+B, 2C, 6D ...


Ghost Kick is focused on anti air and rushdown attacks, his objective is about cornering and juggling the opponent with his specials.

Game Navigation

Drunk Master
Ghost Kick
Lotus Master
Master Huang
Monkey Boy
Red Snake