Martial Masters/Saojin

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Mmsaojin.gif

Introduction

Pros:
Builds a lot of meter.
214B+C Shadow Attack is great for pressure, escape, anything.
Both supers are decent.
Easy combos.
214P is a high damage poke.
100% loop for cheap off anything.
2A+B can crossup.
DP isn't foot invincible, but it doesn't leave the ground so it can be canceled to 214B+C on block.

Cons:
Nothing off throw.
DP only has very short invincibility and is not invincible on the foot.

Move List

Quick Movelist

Normal Attack:
F+C

Special Attack:
A,A,B,C

Advanced Attacks:
Punch & Fist QCF+P
The Lady QCF+K
Sudden Strike QCB+P
The Dance Dn,F,FDn+K
Nonsense F,QCF+P

Deadly Attacks:
The Glory QCFx2+P
Heart Breaker QCB,QCB+P

Shadow Moves

Blast Strikes qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent
Curtain Call 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


Reading HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Double Knees d + LP+LK overhead
Retreat and Jump b + LP+LK can follow with air attack
Drilling Punch f + HP 2 hits
Double Bash d/u + LP/LK/HP/HK pursue attack when opponent is on floor

Special Moves

Special Moves


Windmill Punch qcf + LP overhead; Saojin is knocked down afer use
Punch Flurry qcf + HP can cancel into any other special move;
if not cancelled, Saojin will be stunned for a bit after
maneuver Chaos Flurry f, d, df + P LP=short, HP=far
Piercing Umbrella qcb + P LP=short, HP=far
Dust Slide qcf + K LK=short, HK=far; must be blocked low
Crafty Slide hcf + HK must connect (not blocked) to perform entire maneuver; must be blocked low
Blast Palm f, d, df + LK launches opponent
Double Blast f, d, df + HK last part is an overhead

Super Moves

Photo Op qcf, qcf + P strike must connect (not blocked) to perform entire maneuver
Umbrella Rush qcb, qcb + P first part must connect (not blocked) to perform the entire maneuver; wall bounce

Combos

Crossups: j.B, j.D

Combos:
A B C 6C 236C 623B 214D
2B C 6C 236C 623D(2) 236B+C ...
2B 2B 5D 236B+C ... - Might miss some characters

... 236C 41236D - Low damage, but gives a ton of meter. Good after 214B+C

... 5C 6C 236C 214B+C, j.D, A B C 6C 236C 41236D
- Builds more meter than it uses. Hard to use at mid screen.

... 236B+C, D, 623B, 623B, j.D, 214D or 236236P

... 236B+C, D, 623B, 623B, j.D, 623B 214B+C, (623B, j.D)*3, 214P
... 236B+C, D, 623B, 623B, j.D, 623B 214B+C, ( (623B, j.D)*3 623B 214B+C )*n - Glitched loops? Very strong damage. 100% with 3 stocks.

41236A+B, 6, A B C 6C 236C 41236D
41236A+B, 6, A B C 6C 236C 623B/D ...

Strategies

Saojin its another comic relief character and with attraction of the protagonist, she is a ground rushdown character but with few poking and otg options

Game Navigation

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