Martial Masters/Tiger

From SuperCombo Wiki

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.

Strategies