Martial Masters/Scorpion

From SuperCombo Wiki


Very strong high/low mixup.
Solid damage off throws.
Frame advantage.
Good mobility.

Mediocre shadow attacks.
Mediocre damage output in general.
Unpractical Shadow Combos

Move List

Quick Movelist

Normal Attacks:


Special Attacks:
Crouching B, Crouch A, Crouch C
Crouch A, Crouch B

Advanced Attacks:
Rotating Kick F,QCF+P
Scorpion Kick HCF+K, F,QCF+K
Scorpion Attack QCB+K, F+K
Scopion Cut F,QCF+K,QCF+K
Sleeping Scorpion B,QCB+P or K,QCF+K

Deadly Attacks:
Scorpion Slaughter QCFx2+P
Deadly Kick QCFx2+K

Shadow Moves

Ruthless Kicks qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent
Shadow Arc Dropkick 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

Come On HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Strike d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Snap Axe f + LK 2 hits; second hit is an overhead
Pincher Kick f + HK 2 hits; overhead
Double Sting d/u + LP/LK/HP/HK 2 hits; pursue attack when opponent is on floor

Special Moves

Aculeus Sting f, d, df + P LP=short and 2 hits; HP=far and 3 hits with first part being an overhead
Predator Crash b, d, db + P LP=straight, HP=diagonally upward
-Hang Kick qcf + K Predator Crash must touch opponent to allow for this follow up; overhead
Predator Crash Fake b, d, db + K
Desert Crawl hcf + K both hits must be blocked low
-Trap Kick qcf + K can be activated after either hit of the DesertCrawl; overhead
Death Roll hcb + K LK=short, HK=far
-Venomous Kick f + K Death Roll must touch opponent to perform this follow up
Arc Dropkick f, d, df + K LK=short and 4 hits,HK=far and 5 hits
-Captured Prey qcf + LK Arc Dropkick must connect (not blocked) to perform this follow up

Super Moves

Merciless Feast qcf, qcf + P first part must connect (not blocked) to perform entire maneuver
Lethal Sting qcf, qcf + K overhead


Crossups: j.D

5A 2A 2C 623B 236B
2B 2A 2C ...
2B/2A 2A 236236P ...
... 2C 63214D 236B+C ...

c.C/5D 6B 623B or 41236K or 63214K ...
c.C/5D 6B, 236236P ... - Try inputting the super early if you have trouble.

6D 41236K or 623B ...
5C/5D 6D 236236P ... - You can't combo into the 6D but for some reason the super only combos off 6D after a 5C or 5D.

... 236236P, 236236P, D - Difficult to land the D outside the corner. Resets?
... 236236P, 236236P, 623A/C <-- Might work? Take a look.
... 236236P, 623A
Any unrollable knockdown -> 236236K - Strong OTG attack.

A+D, 2P/K - Seems to be a free OTG hit.
A+D, 236236K

... 63214D 236B+C, 623B, D/6D 623C, 66 (cross under) D 421P 236K - Works anywhere that isn't close to the corner.

... 236B+C, 66C, D/6D 623C, D 421P 236K - Works near the corner.

... 236B+C, (623B or 66C), D/6D 623C, 623A, 236236P, D - For best damage, do the super as late as possible.

41236A+B, c.C 6B 623B 236B
41236A+B, c.C 6B 63214D 236B+C ...
41236A+B, c.C 6B 236236P, 236236P, D - Very strong but needs 3 bars to do it.


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