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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
Lack of special projectiles

Move List

Shadow Moves

Nimble Whirlwind:   236B+C   must connect (not blocked) to perform entire maneuver; launches opponent

Double Drill Kick:   214B+C

Stagger Grab:   41236A+B   connects close and is unblockable; small window for free attack after landing maneuver

Command Moves

Fan Wave:   C+D   can hit opponent for very minor damage; taunt fills Super Meter considerably

Hopping Fist:   2A+B   overhead

Backroll and Jump:   4A+B   can follow with air attack

Step In Elbow:   6C

Snap Kick:   4B

Leg Drop:   2/8+A/B/C/D   pursue attack when opponent is on floor

Special Moves

Surge Fist:   236P   LP=short, HP=far

Swift Push:   63214A   after landing a close C/D that connects (not blocked)

Turnover:   63214C   connects close and is unblockable; small window for free attack after landing maneuver

Grasshopper:   236K   LK=short, HK=far; must be blocked low
  --Air Axe Kick:   2K   Grasshopper must connect to perform this follow up; overhead

Drill Kick:   41236K in air   LK=short, HK=far and overhead

Nimble Knee:   623K   LK=short, HK=far
  --Air Axe Kick:   2K   Nimble Knee must connect to perform this follow up; overhead

Whirlwind Kick:   214K

Heavy Axe:   236K   axe kick portion is an overhead
  --High Kicks:   214K   Heavy Axe portion must connect (not blocked) to perform this follow up
   ---Final Kick:   B

Dragon Kick:   421K   LK=short, HK=far; overhead
  --Drill Kick:   41236K   Dragon Kick must connect to perform this follow up

Super Moves

Awakening Spirit:   236236P
Dragon Rave:   236236K   first part must connect (not blocked) to perform entire maneuver

Combos

2B,2B,2A~236A
2B,2A~4B~236C
cl.C(1),cl.D~4B~236C
2B,2A~4B~623D,2K

Basic meterless hit confirms, works on the whole cast.

2B,2B~214D,236D,214D,5B > Pursuit
cl.C(1),cl.D~214D,236D,214D,5B > Pursuit

Combo with very good corner carry ending in pursuit.

2B,2A~63214A > run > cl.C(1),cl.D~214D,214D,236D

Combo using Huang's command grab

2B,2A~214D,236D~SAL > far.D > jf.D > 4B~421B > 236C
cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > 623B,2K

Combos with a single use of Shadow Attack Launcher (SAL).

cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > cl.D~SAR > 4B~[623K,2K]xN

Shadow Attack Rush (SAR) extension to a SAL combo ending in a DP corner loop, opponent must be in the corner for the cl.D~SAR to connect. On Master Huang, Monkey Boy, Drunken Master, Red Snake, and Saojin the [623K,2K] on the corner alternates strengths starting with 623D. For Scorpion, Ghost Kick, and Tiger it alternates strengths starting with 623B. The loop doesn't work on Lotus Master and Monk. On Reika the [[623D,2K > 623B,K]x3 > cl.D~SAR > 4B] can be looped infinitely.

Corner: [cl.C(1),cl.D~421B,41236D]xN

Corner infinite, the 421B is very delayed, works on Master Huang, Drunken Master, Crane, Ghost Kick, and Reika.

Corner: [cl.C(1),cl.D~421D,41236B]xN

Slightly different version of the above corner infinite that works on Scorpion and Monk.

Strategies

Master Huang its the typical chinese hero and main protagonist as the optimist and serious challenge seeker from 70's and 80's Martial Arts Movies...

He is a balanced rushdown characters but don't have a good counter-reversal move and its focused in offensive at medium distance

References

Video examples of most of the combos on this page.


General
Controls
Notation
HUD
System
FAQ
Characters
Crane
Drunk Master
Ghost Kick
Lotus Master
Master Huang
Monk
Monkey Boy
Reika
Red Snake
Saojin
Scorpion
Tiger