Martial Masters/Drunk Master: Difference between revisions

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Drunken Master its the unorthodox rush and defensive counter short sized character of the game, you have a lot of mixups and resets options after use his counter specials, your main objective will be about going to forward your opponent to a medium-close and surprise him/her with a counter move or use your canteen as anti air at far distance.
Drunken Master its the unorthodox rush and defensive counter short sized character of the game, you have a lot of mixups and resets options after use his counter specials, your main objective will be about going to forward your opponent to a medium-close and surprise him/her with a counter move or use your canteen as anti air at far distance.


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[[Category:Martial Masters]]
[[Category:Martial Masters]]

Revision as of 00:58, 23 January 2021

Mmdrunk.gif

Introduction

Pros:
Strong counter moves.
Very strong supers.
Roll will beat a lot of things and sets up for damage.
Good command throw that can be OSed.

Cons:
Infinite is unreliable.
No free DP. Bad 214B+C.

Move List

QuickMovelist

Normal Attack:
F+A

Special Attack:
C,C,D,C

Advanced Attacks:
Near opponent Ax3, Crouching B Drunk Punch QCB+P,P
Asking Road QCF+K,QCF+P
Drunk Moon F,QCF+K
Mixed Wine HCB+K
Sand Storm HCF+P
Straight Up F,QCF+P F,Dn,Bk,F+P

Deadly Attacks:

Dead Drunk QCFx2+P
Swallow Drunk QCBx2+K

Shadow Moves

Top Kick qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent
Gourd Frenzy 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

Sake HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Palm d + LP+LK overhead
Backstep and Jump b + LP+LK can follow with air attack Drunken Claw f + LP
Slide Kick d + HK must be blocked low
Leg Drop d/u + LP/LK/HP/HK pursue attack when opponent is on floor

Special Moves

Gourd Swing f, d, df + P second part must be blocked low
Stagger Top hcf + P LP=short, HP=far
--Drunken Smash cancel into hcf + LP overhead version or perform hcf + HP without canceling
Forward Roll qcb + P LP=short, HP=far
--Crushing Forearm P launches opponent
Butterfly Strike hcb, f + P connects close and is unblockable;
wall bounces opponent;
can be canceled into
Rotating Kick qcf + K LK=short, HK=far
Drunken Slide qcf + P
Sake Spit hcb + K HK version lasts longer; auto counter
Drunken Dance f, d, df + K LK=4 hits with second hit being an overhead,HK=6 hits with last hit being an overhead

Super Moves

Gourd Nunchaku qcf, qcf + P
Strong Sake qcb, qcb + K auto counter super

Combos

Crossups: j.B, j.D

Combos:
5B 5A 6A 236B, 236A, ... - Easy, can lead to super or loop.
5B 5A 6A 214C C, 214P P - Easy, high damage.
5B 6A 632146P, 214P P, 214P P - Slightly stronger but doesn't work in some situations.
5B 6A 632146P, 236236P - Will work in situations where the roll won't.
5B 5A 6A 632146P ... - May work in some situations but very distance dependant.
C C 6A ...

... 6A 214C P, 236D 236A, 236D 236A ... - Works when not in the corner. BEST normal combo!

5B 6A 632146P, 214P P, 236D 236A, 236K 236A ...
- In case you throw, you can still do this loop.

... 236B, 236A, 236236P - End with super for very good damage.
... 214P P, 236236P

63214K, 66, C C 6A ...
63214K, 6, j.D (crossup), C C 6A ... - Crossup combo, very strong but hard.

5B 5A 6A 623C(3) 236B+C ...
(2A+B) C C 6A 623C(3) 236B+C ...

... 236B+C, 214P P, 214P P, j.C, 214P, P or 236236P
... 236B+C, 214P P, 214P P, j.C, 236K 236P, ... - Advanced version.

41236A+B, C C 6A 214C C, 214C C - Basic super throw combo.
41236A+B, C C 6A 236236P - Strong but expensive.
41236A+B, C C 6A 214P P, 236236P - Need to have back near corner.

... C C 6A 41236C 236B+C, 66 C C 6A 214C C, 214C C or 236236P
- Delaunch. Must be done from crossup or 41236A+B.

... C C 6A 41236C 236B+C, 66 C C 6A 41236C 236B+C ...
- Delaunch loop.

... C C 6A 623C(3) 236B+C, 2A+B, C C 6A 623D
- Delaunch, must have your back to the corner before you crossup?

... 236B, 236A, 236B, 236A ...
- Infinite loop. Only works on a few characters, very hard to do.

Strategies

Drunken Master its the unorthodox rush and defensive counter short sized character of the game, you have a lot of mixups and resets options after use his counter specials, your main objective will be about going to forward your opponent to a medium-close and surprise him/her with a counter move or use your canteen as anti air at far distance.

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