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[[File:mmtiger.gif|right]]
=Introduction=
=Introduction=
'''Pros:''' <br>
Strong damage. <br>
Tackle gives +0 on block. <br>
Some big pokes. <br>
Difficult infinite but sets up from almost anything. <br>
Tricky 214B+C. <br>
Decent damage from command throw. <br>
63214K->236P great for trades or passing through projectiles.<br><br>
'''Cons:''' <br>
Big pokes are laggy.<br>
Big target.<br>
Tons of character specific stuff on him.<br>
236236P super easy to do by accident and is very slow.<br><br>


=Move List=
=Move List=
==Quick Movelist==
==Quick Movelist==
Normal Attacks:
Normal Attacks:<br>
                              F+D
F+D<br>
                              Bk+B
Bk+B<br>
                              Bk+D
Bk+D<br>
                          Air Dn+C
Air Dn+C<br><br>


Special Attack:
Special Attack:<br>
                      Crouching B, Crouch A
Crouching B, Crouch A<br><br>


Advanced Attacks:
Advanced Attacks:<br>
Domination                    HCB+K,(Jump Over Opponent)QCF+P<br>
Tiger Turn                    F,QCF+P, Elbow Strike QCF+P<br>
Down Strike                  Elbow Strike F+P<br>
Sky-High                      Elbow Strike QCF+P<br>
Tiger Crow                    QCB+P<br>
Tiger Attack                  HCF+K,F+C<br>
Explorer                      F,QCF+K x2<br>
Random Strike                HCF+P<br><br>


Domination                    HCB+K,(Jump Over Opponent)QCF+P
Deadly Attaks:<br>
Tiger Turn                    F,QCF+P, Elbow Strike QCF+P
Breaker                      QCFx2+P<br>
Down Strike                  Elbow Strike F+P
Destroyer                    QCFx2+K<br>
Sky-High                      Elbow Strike QCF+P
Tiger Crow                    QCB+P
Tiger Attack                  HCF+K,F+C
Explorer                      F,QCF+K x2
Random Strike                HCF+P
 
Deadly Attaks:
 
Breaker                      QCFx2+P
Destroyer                    QCFx2+K


==Shadow Moves==
==Shadow Moves==
 
Pouncing Hide            qcf + LK+HP              must connect (not blocked) to perform entire maneuver; launches opponent <br>
 
Double Shoulder Charge  qcb + LK+HP              first shoulder charge goes past opponent and second shoulder charge comes from behind;<br>
 
despite the second shoulder charge being from behind you block it normally, it is not crossing you up<br>
Shadow Moves
Stagger Grab            hcf + LP+LK              connects close and is unblockable; small window for free attack after landing maneuver<br>
------------
Pouncing Hide            qcf + LK+HP              must connect (not blocked)
                                                    to perform entire  
                                                    maneuver; launches
                                                    opponent  
Double Shoulder Charge  qcb + LK+HP              first shoulder charge goes
                                                    past opponent and second
                                                    shoulder charge comes
                                                    from behind; despite the
                                                    second shoulder charge
                                                    being from behind you
                                                    block it normally, it
                                                    is not crossing you up
Stagger Grab            hcf + LP+LK              connects close and is
                                                    unblockable; small
                                                    window for free attack
                                                    after landing maneuver
 
 


==Throw Moves==
==Throw Moves==


==Command Moves==
==Command Moves==
Command Moves
 
-------------
True Strength            HP+HK                    can hit opponent for very minor damage; taunt fills Super Meter considerably<br>
True Strength            HP+HK                    can hit opponent for very
Hopping Palms            d + LP+LK                overhead<br>
                                                    minor damage; taunt  
Backroll and Jump        b + LP+LK                can follow with air attack<br>
                                                    fills Super Meter  
Jumping Palms            d + HP in air            overhead<br>
                                                    considerably
Claw Uppercut            d + HP                  2 hits<br>
Hopping Palms            d + LP+LK                overhead
Big Boot                b + LK<br>
Backroll and Jump        b + LP+LK                can follow with air attack
Crescent Axe            f + HK                  3 hits; second and third are overheads    <br>
Jumping Palms            d + HP in air            overhead
Straight Kick            b + HK<br>
Claw Uppercut            d + HP                  2 hits
Crushing Stomp          d/u + LP/LK/HP/HK        pursue attack when opponent is on floor<br>
Big Boot                b + LK
Crescent Axe            f + HK                  3 hits; second and third
                                                    are overheads     
Straight Kick            b + HK
Crushing Stomp          d/u + LP/LK/HP/HK        pursue attack
                          when opponent is  
                          on floor


==Special Moves==
==Special Moves==
Hunting Fists            hcf + P                  connects close and is unblockable; can be canceled into<br>
Roaring Elbow            f, d, df + P            LP=short, HP=far<br>
-Second Elbow            qcf + P                  LP=short, HP=far<br>
--Driving Fist          f + P                    overhead<br>
--Claw Uppercut          qcf + P                  launches opponent<br>
Capture Claw            qcb + P                  LP=short, HP=far<br>
Hide Rush                hcf + K                  LK=short, HK=far<br>
-Shoulder Launch        f + HP                  launches opponent<br>
Hide Launcher          f, d, df + K            LK=short and 2 hits, HK=far and 7 hits<br>
-Driving Back          qcf + K<br>               
Backflip                hcb + K  <br>             
-Pounce                qcf + P                  LP=short, HP=far; launches opponent<br>
==Super Moves==


Tiger Barrage            qcf, qcf + P            first hit must connect (not blocked) to perform entire maneuver<br>
Bursting Tiger          qcf, qcf + K            first hit must connect (not blocked) to perform entire maneuver<br>


Special Moves
-------------
Hunting Fists            hcf + P                  connects close and is
                                                    unblockable; can be
                                                    canceled into
Roaring Elbow            f, d, df + P            LP=short, HP=far
  Second Elbow          qcf + P                  LP=short, HP=far
    Driving Fist        f + P                    overhead
    Claw Uppercut        qcf + P                  launches opponent
Capture Claw            qcb + P                  LP=short, HP=far
Hide Rush                hcf + K                  LK=short, HK=far
  Shoulder Launch        f + HP                  launches opponent
Hide Launcher            f, d, df + K            LK=short and 2 hits,
                                                    HK=far and 7 hits
  Driving Back          qcf + K               
Backflip                hcb + K                 
  Pounce                qcf + P                  LP=short, HP=far; launches
                                                    opponent
==Super Moves==
Supers
------
Tiger Barrage            qcf, qcf + P            first hit must connect
                                                    (not blocked) to perform
                                                    entire maneuver
Bursting Tiger          qcf, qcf + K            first hit must connect
                                                    (not blocked) to perform
                                                    entire maneuver
=Combos=
=Combos=
Crossups: j.D
Crossups: j.D


Normals:
f.C - High.
4C  - May miss short characters.
4D  - May miss short characters.
6D  - 2nd and 3rd hits are High.
c.663B  - Very odd normal. Must be very deep and running to do it.
          Has the special property of being cancelable to C and 2C, where 2B
          normally can't.
   
   
Specials:
Wiff Grab Setup: 4B 41236B/D (wiff), 41236P
41236P  - Command Grab. Can be comboed into.
   
623A/C  - C version does slightly more damage and moves farther forward.
Decent setup once you've convinced people to start blocking your Tackle.
  -> 236P  - Always connects.
    -> 6P  - Launches, hits High. Always connects.
    -> 236P  - Big launcher.
214A/C
623B/D  - Invincible Startup.
  -> 623K  - Followup. Always connects.
41236B/D - Frame advantage on block?
  -> 6C  - Launches, but very unsafe. Can't be canceled to on wiff.
63214K  - Launches.
  -> 236A/C  - Launches. Counts as a hit of a juggle, but always connects.
              C version travels farther forward but has more recovery.
 
Supers:
236236P  - Invincible startup. Slow but covers distance.
  236236K  - Invincible startup. Has massive Vacuum on startup.
 
Running Command Grab: 412366P
Must input P very fast after you hit 6, but you will extend the range on the
command grab greatly doing this.
   
   
Wiff Grab Setup: 4B 41236B/D (wiff), 41236P
You can also use 41236A+B.
Decent setup once you've convinced people to start blocking your Tackle.
You can also use 41236A+B.


   
   
Combos:
Combos:


2B 2A 41236B 6C, 63214D 236C, 623B 623K
2B 2A 41236B 6C, 63214D 236C, 623B 623K<br>
2B 2A 623P 236P 236P, 236236K or 41236D 6C
2B 2A 623P 236P 236P, 236236K or 41236D 6C<br>
2B 2A 623P 236P 236B+C ...
2B 2A 623P 236P 236B+C ...<br><br>


2B 2A 4B/4D 41236D 6C ...
2B 2A 4B/4D 41236D 6C ...<br>
2B 2A 4B 623C 236C 236C ...  - Slightly more damage.
2B 2A 4B 623C 236C 236C ...  - Slightly more damage.<br>
2B 2A 4B 214A 236B+C ...
2B 2A 4B 214A 236B+C ...<br><br>


... 41236K 6C, 41236D 6C, 623B 623K  - Easier but less damage.
... 41236K 6C, 41236D 6C, 623B 623K  - Easier but less damage.<br>
... 41236K 6C, 236236K, 623K 623K  - Stronger but needs meter.
... 41236K 6C, 236236K, 623K 623K  - Stronger but needs meter.<br><br>


c.663B 2C 4B ...  - Special combo, see above about this normal.
c.663B 2C 4B ...  - Special combo, see above about this normal.<br><br>


c.C 6D 214P or 41236D ...  - For overhead. Combos on some characters.
c.C 6D 214P or 41236D ...  - For overhead. Combos on some characters.<br>
c.C 4B 214P or 41236D ...  - For direct combo
c.C 4B 214P or 41236D ...  - For direct combo<br>
c.C 4D 236236K, 623K 623K  - Simple, Easy, Strong.
c.C 4D 236236K, 623K 623K  - Simple, Easy, Strong.<br><br>


f.C 236B+C ...
f.C 236B+C ...<br><br>


... 4B 214P 236B+C ...  - Strong setup for shadow combo
... 4B 214P 236B+C ...  - Strong setup for shadow combo<br><br>


63214K 236P, 623B 623K
63214K 236P, 623B 623K<br>
63214K, 236236K, 623B 623K
63214K, 236236K, 623B 623K<br>
63214K (wiff) 236P, 63214K, 236C, 623B 623K
63214K (wiff) 236P, 63214K, 236C, 623B 623K<br>
63214K (wiff) 236P, 236236K, 623K 623K
63214K (wiff) 236P, 236236K, 623K 623K<br><br>


... 236B+C, D, 66 623D, j.D, 623D 623K  - Easy.
... 236B+C, D, 66 623D, j.D, 623D 623K  - Easy.<br>
... 236B+C, D, 66 623D, 623D, 236236K, 623K 623K
... 236B+C, D, 66 623D, 623D, 236236K, 623K 623K<br>
... 236B+C, 63214K (wiff) 236C, 623D, 623D, 63214K 236C, 623B 623K
... 236B+C, 63214K (wiff) 236C, 623D, 623D, 63214K 236C, 623B 623K - Strong but somewhat tricky.<br><br>
    - Strong but somewhat tricky.
      
      
... 236B+C, c.D, 63214K (wiff) 236C, 623D, 63214K 236C, 623B 623K
... 236B+C, c.D, 63214K (wiff) 236C, 623D, 63214K 236C, 623B 623K - Even stronger, but hard to do outside of the corner.<br><br>
    - Even stronger, but hard to do outside of the corner.


... 236B+C, Taunt, 66 D, 623D, j.D, 63214D, 236P, 623B 623K
... 236B+C, Taunt, 66 D, 623D, j.D, 63214D, 236P, 623B 623K - Combo with Taunt! Corner only.<br><br>
    - Combo with Taunt! Corner only.
      
      
... 236B+C, Taunt, 236236P, Taunt(hits), 623D, 63214D or 236236P ...
... 236B+C, Taunt, 236236P, Taunt(hits), 623D, 63214D or 236236P ... - It's silly but why not.<br><br>
    - It's silly but why not.
    
    
Launcher ... 63214K 236C, 214B+C, 66 63214K, 236C, 63214K, 236C, 623B 623K
Launcher ... 63214K 236C, 214B+C, 66 63214K, 236C, 63214K, 236C, 623B 623K - Special alternative juggle combo with 214B+C. Very strong!<br><br>
    - Special alternative juggle combo with 214B+C. Very strong!
 
41236A+B, c.C 4B ...<br><br>


41236A+B, c.C 4B ...
j.D 2C 214B+C, 66 c.C 41236B, 2A+B, c.C 4D 623P 236P 6P, 236236K, 623D 623D - Requires you to 'quick cancel' his 2C.<br><br>


j.D 2C 214B+C, 66 c.C 41236B, 2A+B, c.C 4D 623P 236P 6P, 236236K, 623D 623D
... ( 623P (wiff) 236P, 6P )*n  - Infinite loop. Timing is very tricky.<br><br>
    - Requires you to 'quick cancel' his 2C.


... ( 623P (wiff) 236P, 6P )*n  - Infinite loop. Timing is very tricky.
=Strategies=
=Strategies=
Tiger its the typical stereotype of the foreign fighter in Chinese Martial Arts themed series, he is a medium-heavy rushdown character with balanced options.


{{Navbox-MartialM}}
[[Category:Martial Masters]]
[[Category:Martial Masters]]

Latest revision as of 01:00, 23 January 2021

Mmtiger.gif

Introduction

Pros:
Strong damage.
Tackle gives +0 on block.
Some big pokes.
Difficult infinite but sets up from almost anything.
Tricky 214B+C.
Decent damage from command throw.
63214K->236P great for trades or passing through projectiles.

Cons:
Big pokes are laggy.
Big target.
Tons of character specific stuff on him.
236236P super easy to do by accident and is very slow.

Move List

Quick Movelist

Normal Attacks:
F+D
Bk+B
Bk+D
Air Dn+C

Special Attack:
Crouching B, Crouch A

Advanced Attacks:
Domination HCB+K,(Jump Over Opponent)QCF+P
Tiger Turn F,QCF+P, Elbow Strike QCF+P
Down Strike Elbow Strike F+P
Sky-High Elbow Strike QCF+P
Tiger Crow QCB+P
Tiger Attack HCF+K,F+C
Explorer F,QCF+K x2
Random Strike HCF+P

Deadly Attaks:
Breaker QCFx2+P
Destroyer QCFx2+K

Shadow Moves

Pouncing Hide qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent
Double Shoulder Charge qcb + LK+HP first shoulder charge goes past opponent and second shoulder charge comes from behind;
despite the second shoulder charge being from behind you block it normally, it is not crossing you up
Stagger Grab hcf + LP+LK connects close and is unblockable; small window for free attack after landing maneuver

Throw Moves

Command Moves

True Strength HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Palms d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Jumping Palms d + HP in air overhead
Claw Uppercut d + HP 2 hits
Big Boot b + LK
Crescent Axe f + HK 3 hits; second and third are overheads
Straight Kick b + HK
Crushing Stomp d/u + LP/LK/HP/HK pursue attack when opponent is on floor

Special Moves

Hunting Fists hcf + P connects close and is unblockable; can be canceled into
Roaring Elbow f, d, df + P LP=short, HP=far
-Second Elbow qcf + P LP=short, HP=far
--Driving Fist f + P overhead
--Claw Uppercut qcf + P launches opponent
Capture Claw qcb + P LP=short, HP=far
Hide Rush hcf + K LK=short, HK=far
-Shoulder Launch f + HP launches opponent
Hide Launcher f, d, df + K LK=short and 2 hits, HK=far and 7 hits
-Driving Back qcf + K
Backflip hcb + K
-Pounce qcf + P LP=short, HP=far; launches opponent

Super Moves

Tiger Barrage qcf, qcf + P first hit must connect (not blocked) to perform entire maneuver
Bursting Tiger qcf, qcf + K first hit must connect (not blocked) to perform entire maneuver

Combos

Crossups: j.D


Wiff Grab Setup: 4B 41236B/D (wiff), 41236P

Decent setup once you've convinced people to start blocking your Tackle.

You can also use 41236A+B.


Combos:

2B 2A 41236B 6C, 63214D 236C, 623B 623K
2B 2A 623P 236P 236P, 236236K or 41236D 6C
2B 2A 623P 236P 236B+C ...

2B 2A 4B/4D 41236D 6C ...
2B 2A 4B 623C 236C 236C ... - Slightly more damage.
2B 2A 4B 214A 236B+C ...

... 41236K 6C, 41236D 6C, 623B 623K - Easier but less damage.
... 41236K 6C, 236236K, 623K 623K - Stronger but needs meter.

c.663B 2C 4B ... - Special combo, see above about this normal.

c.C 6D 214P or 41236D ... - For overhead. Combos on some characters.
c.C 4B 214P or 41236D ... - For direct combo
c.C 4D 236236K, 623K 623K - Simple, Easy, Strong.

f.C 236B+C ...

... 4B 214P 236B+C ... - Strong setup for shadow combo

63214K 236P, 623B 623K
63214K, 236236K, 623B 623K
63214K (wiff) 236P, 63214K, 236C, 623B 623K
63214K (wiff) 236P, 236236K, 623K 623K

... 236B+C, D, 66 623D, j.D, 623D 623K - Easy.
... 236B+C, D, 66 623D, 623D, 236236K, 623K 623K
... 236B+C, 63214K (wiff) 236C, 623D, 623D, 63214K 236C, 623B 623K - Strong but somewhat tricky.

... 236B+C, c.D, 63214K (wiff) 236C, 623D, 63214K 236C, 623B 623K - Even stronger, but hard to do outside of the corner.

... 236B+C, Taunt, 66 D, 623D, j.D, 63214D, 236P, 623B 623K - Combo with Taunt! Corner only.

... 236B+C, Taunt, 236236P, Taunt(hits), 623D, 63214D or 236236P ... - It's silly but why not.

Launcher ... 63214K 236C, 214B+C, 66 63214K, 236C, 63214K, 236C, 623B 623K - Special alternative juggle combo with 214B+C. Very strong!

41236A+B, c.C 4B ...

j.D 2C 214B+C, 66 c.C 41236B, 2A+B, c.C 4D 623P 236P 6P, 236236K, 623D 623D - Requires you to 'quick cancel' his 2C.

... ( 623P (wiff) 236P, 6P )*n - Infinite loop. Timing is very tricky.

Strategies

Tiger its the typical stereotype of the foreign fighter in Chinese Martial Arts themed series, he is a medium-heavy rushdown character with balanced 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