(Created page with "=Introduction= =Move List= ==Throw Moves== ==Command Moves== ==Special Moves== ==Super Moves== =Combos= =Strategies= Category:Martial Masters") |
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=Move List= | =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== | |||
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== | ==Throw Moves== | ||
==Command Moves== | ==Command 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== | ==Special Moves== | ||
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== | ==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= | |||
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: | |||
41236P - Command Grab. Can be comboed into. | |||
623A/C - C version does slightly more damage and moves farther forward. | |||
-> 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 | |||
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= | =Strategies= | ||
[[Category:Martial Masters]] | [[Category:Martial Masters]] |
Revision as of 12:41, 9 December 2015
Introduction
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
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
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
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
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:
41236P - Command Grab. Can be comboed into. 623A/C - C version does slightly more damage and moves farther forward. -> 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
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.