, = Link. Doesn't directly cancel, you must properly time the next move.
(2B) = Optional move, you might skip it for one reason or another.
.. = Fill in the blank with whatever followup or starter is ideal.
f.D = The 'far' version of D.
c.D = The 'close' version of D.
j.D = The jumping version of D.
C/2C = C or 2C
AA = Anti-Air. Only works if this move hits against someone in the air.
======
Basics
======
A = Light Punch C = Heavy Punch
B = Light Kick D = Heavy Kick
2, 8 - Super Jump. Can also be done forward or backwards. Effect varies
between characters.
66 9 - Running Jump. Similar to Super Jump but moves very far forward.
A+D or B+D - Throw. The different inputs will actually give you different
throws for some characters. You can break throws by inputting
your own at the same time.
2+A+B - Universal Overhead. These must always be blocked high, and since they
leave the ground they may also dodge throws or lows as well.
4+A+B - Back Roll Jump. Your character will perform a completely invincible
backwards roll, and then short jump forward. Not invincible to throws
or High/Air hits but due to how it moves, it may frequently avoid
them anyway.
41236A+B - Super Command Grab. Completely invincible except for 1 frame of
recovery. If it connects, you will slide behind them and get a
free combo of choice. For some characters, it seems to amplify
damage. Uses 1 Super stock.
C+D - Taunt. Can hit, and builds a large amount of super meter if completed.
236B+C - Shadow Attack Launcher. Sends a shadow duplicate of yourself that
performs a short combo into a launcher. After launching, the COUNTER
will appear above your super bar, indicating how many free juggle
hits you have remaining off the launcher.
Completely invincible until you recover. Uses 1 Super stock.
214B+C - Shadow Attack Pressure. Sends a shadow duplicate of yourself that
performs a strong pressure string.
Completely invincible until you recover. Uses 1 Super stock.
Before hitting the ground:
4+A+B or 6+A+B - Instant Tech Roll. Input it right before you hit the ground.
Can be used to quickly escape OTG attacks or get into a
better position.
4, 6+A+B or 6, 4+A+B - Easier Instant Tech Roll. For some reason, inputting
the roll like this makes the timing easier.
While on the ground:
Hold 4 or 6 - Ground roll. Slow, but allows you to roll into a better
position.
While enemy is knocked down:
2+P/K or 8+P/K - Pursuit attack. Deals a small amount of damage to a knocked
down enemy. Be careful of instant tech rolls!
While guarding:
C+D - Guard Cancel burst. Knocks the enemy away from you, allowing you to
escape pressure. Completely invincible except for 1F vulnerable
recovery. Uses 1 Super Stock.
Hit Attributes and Invincibility Properties
-------------------------------------------
Every move in Martial Masters has a few sets of attributes associated with
them that determine how they can be blocked or evaded. Block properties are
as you would expect from any fighting game, but Hit Attributes require more
explanation.
Block Property:
High - Must be blocked standing.
Low - Must be blocked crouching.
Normal - Can be blocked either way.
Unblockable - Can't be blocked at all.
Hit Attribute:
Air - The move is in the air.
Head - The move hits at 'head' level.
Body - The move hits at 'body' level.
Foot - The move hits at 'foot' level.
Throw - The move is a throw.
In addition to every move having a 'Block Property', it also has one or more
'Hit Attributes' associated with it. The Hit Attribute is used in determining
when moves may be invincible to one another.
For example, if Player 1 does a throw but Player 2 is doing a move
that is 'Throw Invincible', Player 2 will be unharmed by the throw.
As a second example, Red Snake's 6A has the Normal block property and has the
Head attribute. Saojin's 623D has 'Head Invulnerability', so if these two
moves meet at the same time, Saojin's will pass through unharmed.
Super Armor:
Some moves have the additional property of having Super Armor. Moves with
this property won't be interupted if hit, but you will still take full
damage. Moves can also have partial Super Armor, such as Monk's 6C which has
High and Air only Super Armor.
Guard Point:
Similar to Super Armor, except you will take NO damage from moves that
attempt to interupt you. Saojin's 623D is an example of this. May simply be
a side effect of invincibility?
'Always Connect' Moves
----------------------
Certain moves can ALWAYS connect in a juggle, regardless of normal juggle
rules or number of remaining shadow hits. Some examples are:
Certain moves when they connect will give you the ability to get more hits in
a juggle, in effect 'resetting' the number of extra juggle hits you can get.
An obvious example is Lotus Master's 214B+C. If you juggle someone on this
move, you may get extra normal hits in where you would normally not be able
to, as is used in this combo:
.. 6C(1) 421A 214P 236P, c.C/2C 6C 214B+C, f.D, c.D, j.D
If done properly, you can get all 3 extra normal hits because the projectile
keeps resetting the juggle every time it hits.
There are many other moves with this property. Many 214B+C shadow moves have
it (maybe all?), and some other special moves have it:
During a 236B+C Shadow Juggle, the enemy will be in a special state where won't
ever air recovery, even if they normally should. Because of this, you can do
strange juggles you normally couldn't. Juggle hit rules still apply though, so
you can't simply juggle someone forever.
However, by utilizing 'Always Connect' and 'Juggle Reset' moves along with this
'Unrecoverable' status, you can create many advanced combos, and a few
infinites as well. This is why Crane can turn her 236B+C into an infinite:
Building on the two juggle tricks above, it's possible to glitch the number
of hits you can get in a Shadow Juggle by resetting with a 214B+C. For some
strange reason, the 214B+C can reset the number of hits multiple times, AND
it can reset the number of hits that can be done even if the 214B+C doesn't
hit. Because of this, some characters with long 214B+C specials can greatly
extend the length of their combos. See Saojin's 214B+C loop for a very
powerful example:
Normally while running you can't throw, and there is a long period of recovery
on your run where you also can't throw. You can reduce this time greatly by
holding BACK, then hitting throw.
Throw Glitch
------------
There is some way to ground throw people right as they are leaving the ground
which causes them to be thrown while they are in the air. Look into this later
to find out how/when/why.
'Quick' Cancel
--------------
All multi-hit normals can be canceled in such a way that you cancel exactly as
the next hit of the normal is to connect. The effect of this is that the next
hit of the normal still connects, but the move you canceled into comes out
instantly, instead of after hit-pause.
There are a few practical uses of this such as in comboing into Tiger's 214B+C:
2C 214B+C ...
Normally, this simply won't combo. Quick Canceled exactly right though, the
shadow attack will come out instantly and the combo will work. The timing seems
very strict, as canceling too early causes the second hit to not come out, and
too late gives you the cancel on the second hit. There may be a trick to
connecting it, but then it might just be a 1F link.
Delaunch
--------
In some specific character matchups, certain characters can cancel the launch
of a 236B+C shadow attack and force the enemy to stay on the ground. To do a
delaunch, you just need to hit the enemy right as the final hit of the shadow
attack is also hitting.
Normal Delaunch (Red Snake, Drunken Master, Master Huang, Monkey Boy):
These characters can delaunch when they are attacking FROM BEHIND. This can
happen from a super grab (41236A+B) or from a crossup, or other situations.
However, you can only delaunch some characters:
Can Be Delaunched:
Drunken Master
Red Snake
Ghost Kick
Monkey Boy
Master Huang
SaoJin
Can't Be Delaunched:
Reika
Tiger
Monk
Crane
Lotus Master
Special:
Scorpion seems to not leave the ground but the combo is dropped?
Special Case Delaunches:
Reika - Can't delaunch normally but doing a 236236K super during a shadow
attack will cause them to not launch.
Crane - Can't delaunch normally, but can delaunch Reika from either side.
Maybe others?
To select alternate colors, try selecting your character with any of the four
buttons, and any of these button combinations: A+B, A+C, A+D, B+D, C+D
Unlock Saojin
-------------
The easy way to unlock Saojin is to set the game clock ahead by a month. On
the PGM cart, you simply enter the bios and adjust the clock ahead.
If you are emulating with Final Burn Alpha, you will need to go into the bios,
then adjust your Windows system clock ahead a month.
After you do this, return into the game. On the character select screen, you
will see the slot for Saojin with the number 99 in it. Just insert 99 credits
on the character select screen and she will be unlocked.
Differences in the old version (v102/101/101)
---------------------------------------------
- Everything does WAY more damage. Somewhere in the ballpark of 1.5x times more
- Red Snake's 236B+C has a lot more recovery, so no delaunch.
- Monk can't cancel into his command grabs.
- Can't select Snake's default colors with A+B.
- Old version input is much less lenient.
- Reika's f.C doesn't cancel to 6C
- Lots more ...
Misc Notes
----------
All combos are for the new version 104/102/102, however most will still work in
the old version.
=====
Crane
=====
Crossups: j.B, j.2C
Normals:
6A - Second hit is High.
j.2C
Specials:
236A/C, 236A/C, 236A/C
623A/C - Invincible Startup. Launches.
-> 2P - Knocks down.
214A/C - Projectile. Can be stopped by physical hits.
63214A/C - Unblockable Strike.
623B/D - D version knocks down, but launches airborne enemies.
j.214A/B/C - Air projectile. A = Most Horizontal, C = Most Vertical.
Always connects.
2B 2A 6A 236A 236C 236C - Weak, but easy.
2B 2A 6A 236A 236C 236B+C ...
2B 2A 6A(2) 623A 2P
2B 2A 6A(1) 623C, 623C 2P - Near the corner you can land both hits of 6A.
2B 2A 6A 623C, 236236P
2B 2A 6A 623C, 623C, 214214P
c.C 6A ...
2C 6A ...
2D 236B+C, j.2C, 623C 2C
j.2C (crossup), c.C 623B, B A 6A(1) 623C, 623C 2P
- Weird crossup combo, very hard to do.
j.2C (crossup), c.C 623B, B A 6A 623C, 236236P - Obvious stronger finish.
j.B (crossup), A 6A(1) 623B ... - Same combo from j.B instead.
.. 623C, 623C, 214214P - Might not work at mid screen on some.
63214P, 214214P - Big damage off the unblockable.
214B+C (blocked), 63214P, 623C 2P - Basic combo off unblockable setup.
.. 236B+C, 66 C 623D, j.2C, 623D, 623C 2P or 623C, 214214P - Works anywhere.
.. 236B+C, 66 c.D, 623D, j.2C, 4, 623D, 623C 2P or 623C, 214214P - Corner
.. 236B+C, 66 c.D, 623D, j.2C, j.2C, 623C 2P or 236236P - Easier Corner combo
.. 236B+C, 6, j.C, c.C 6A ... - Delaunch, only works on Reika.
41236A+B, c.C 6A ...
41236A+B, c.C 6A(1) 623B, B A 6A(1) 623C, 623C 2P
- Crossup combo, very hard to do.
.. 6A(1) 214B+C, (j.C, c.C, 6A(1) 214B+C)*n
- Infinite, won't work on Reika or against some crouchers?
.. 6A(1) 623B, A 6A(1) 623B, ...
- Infinite. Must be deep in the corner. Only works on Reika reliably. Can
randomly work on Scorpion/Huang.
Extremely hard to do.
.. 6A(1) 623B, A 6A(1) 623B, B A 6A ...
- Deep corner. Unreliable. Can work on Scorpion, Ghost Kick, ?
==============
Drunken Master
==============
Crossups: j.B, j.D
Normals:
6A
C C D C
Specials:
41236A - When canceled into, Headbutts after last hit. Headbutt is High.
41236C - When done from neutral, Heatbutts after last hit. Headbutt is High.
214A/C - Invincible after brief startup. C version travels farther.
-> P - Loses Invincibility. Launches.
623P - Last hit is Low.
632146P - Command Grab. Can be comboed into. Launches.
236B/D
-> 236P - Can always be juggled after, seems to have 'Juggle Reset' property.
63214B/D - Parries Mid and High attacks. Staggers. D version lasts longer.
623B - Second hit is High.
623D - Last hit is High.
Supers:
236236P - Has a lot of invincibility.
214214K - Parries all strikes, no startup.
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.
Generally your 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 ...
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.
==========
Ghost Kick
==========
Crossups: j.C
Normals:
6A
6C
6D
Specials:
214A/C - Rapid hit attack. C version hits more times. Only cancelable on hit.
-> 623A - Leaves them in the air (no juggle).
-> 623C - Knocks down. Can't be tech-rolled.
623A/C - Anti-air grab. Knocks down, can't be tech rolled. Always connects.
421A/C - Hits High. C version hits twice. CAN be tech rolled.
236B/D
214K - Launches.
623B/D - Invincible startup? Launches.
Supers:
236236K - Short invincibility on startup.
214214K - Not invincible on startup?
Note: 623D won't connect fully on small characters at times,
so you must alter your combos on them.
.. 6D 214K, 623D, 623P
.. 6D 623D, 214K, 623A - Doesn't hit most characters but works better on some
.. 6D 236D 236B+C ...
.. 6D 214C 236B+C ... - Slightly more damage.
214P, 623A, 623P
214P, 623C, 421P
AA 623K, 4, 214K, 623A
.. 623B, 623A - Near Corner
623K, 623D, 623A - Corner
623K, 214214K - Corner
214K, 623D, 623A
214K, 214214K
214K, 214K - Might need to use this on some from max distance.
A+D, 214K, 623A - Only combos on Tiger, works anywhere.
A+D, 214K, 214214K - Same.
A+D, 214K, 6 623D, 623A - Tiger only, near the corner.
A+D, 623D, 623D, 623P - Corner, only hits Monk/Tiger/Scorpion/Lotus.
A+D, 623D, 214214K - Corner, same.
A+D, 236236K - Near corner, also works on Snake/Drunken/Huang/SaoJin.
B+D, 214214K - Hits Monk/Tiger in the corner. Others?
.. 421C*n - If they don't tech roll you can keep doing this. However, they
can tech roll between any hit, so it's not an infinite.
Only works on Reika/??
2C(1) 214B+C, 236D, j.C, C 6D ...
- Good to start off j.C crossup or 2A+B.
2C(1) 214B+C, 66 5D 6D 236B, 66 5C/2C 6D ... - More difficult but stronger.
.. 236B+C, j.D, 214K, 623D, 6 623D, 623A - Anywhere, easy.
.. 236B+C, j.D, 623D, 623D, 623B, 623A - Also works, easier in the corner.
41236A+B, 2C, 6D ...
============
Lotus Master
============
Crossups: j.A, j.C
Normals:
6C - Launches
1D/2D/3D - Controls the distance of his slide.
Specials:
236A/C - Projectile. Stays in place at a distance.
236B/D - Projectile. Moves forwards and up.
63214B/D - Unblockable rush attack.
421A/C 214P 236P P - First hit is High.
j.41236A/C - Diving Throw. Can be TKed. Grabs in the air or on the ground.
Supers:
63214A/C - Anti-Air grab. A version jumps vertical, C jumps diagonal.
236236A/C - Unblockable strike. A version jumps short, C jumps far.
236236K - Projectile. Untechrollable?
Taunt:
Can hit people in the air or if they are standing still. But otherwise,
passes through without hitting.
214B+C Shadow Special:
Has Vacuum. Can have up to 2 on the screen at a time. Vacuum effect
will stack with more than one on the screen.
Unblockable Setup:
214B+C, 63214D or 236236P
Escapable via Guard Cancel.
Normals:
j8.A, j8.B, j8.C, j8.D - Neutral Jump normals.
c.D - Second hit is High.
4B
6C
Specials:
236A/C
63214C - Command Grab. Does no damage but can be comboed off of. Can't combo
into.
63214A - Must be comboed into from c.C or c.D. Normally crosses up.
Staggers on back hit, knocks down on front hit.
Supers:
236236P - Very fast startup. Not invincible. Not techrollable?
214214K - Not invincible?
Combos:
(2B) 2B 2A 236P or 623D 2K
(2B) 2B 2A 214K 236K 236B+C ...
2B 2A 4B 623D, 2K - Strongest without bar, when possible.
2B 2A 4B 214K 236K 236B+C ...
5B 4B ...
c.C(1) c.D 6C ... - Basic combo starter
c.C(1) c.D 63214A, 66 c.C(1) c.D 6C ... - Advanced version, changes sides.
c.C(1) c.D 63214A, 66 c.C(1) c.D, 63214A, ... - Extra Advanced version.
Must delay 63214A very late. Can be looped until the corner.
63214C, 6, c.C(1) c.D 6C ... - Can do all normal combos off the back throw.
63214C, 6, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C 214K 236K 214K B
- Delaunch off command throw. Very small meter usage, can be looped.
421K 41236K(2+), 236236P
421K 41236K(1), 4B ... - Must only hit once with the dive.
.. 236B+C, (66) f.D, 421D, 4B, j.D, 623K 2K or 236236P
.. 236B+C, f.D, 66 j.D, 4B, j.D, 623K 2K or 236236P - More damage.
.. 236B+C, f.D, (66) f.D, 66 f.D, 66 2C, 623D 2K or 236236P - Near Corner.
.. 236B+C, f.D, 66 j.D, j.D, 4B 623B 2K (wiff), 236P or 236236P/K
- Fancy version. Hard to do. 2K must wiff to be able to follow up.
236236P super does less damage but is easier to land.
41236A+B, c.C(1) c.D 6C ...
41236A+B, c.C(1) c.D 6C 214K 236K 236B+C, j.D, c.C 6C ...
- Same as off command throw but a lot more damage.
.. ( c.C(1) c.D 6C 214K 236K 236B+C, crossup j.C, c.C(1) c.D 63214A, 66 )*n
- Infinite Delaunch combo. Must have them facing into the corner.
====
Monk
====
Preferred Throw: B+D
Crossups: j.B
Normals:
c.D - Second hit is High.
6C - Both hits are High if not canceled into. Has Upper Body Super Armor.
Specials:
214P, P, 6P, 623K - First hit hits high. (Others?)
236A/B/C/D - Projectile, drops from the top of the screen. Hits High.
Distance and recovery time increase with different buttons.
Can hit OTG.
623A/C - Hits low. A version is faster but only hits close.
C version hits whole screen.
632146P - Command Grab. Can be comboed into. Can be tech rolled.
623B/D - D version is slower but more damage.
632146K - Hopping Command Grab. Can be comboed into. Can be tech rolled.
May hop over low hits.
Supers:
236236P - 5-hit Projectile Drop. Must be blocked High. Can hit OTG.
Can't be knocked out of the super, but can still take damage.
236236K - Invincible on startup.
Running Command Grab: 6632146P/K
Can be used to greatly extend the range of his command grabs in a hurry.
Combos:
A, A, 2A 623B
2B, 2B, 2A 623B
(2B), 2B, 2A 236236K - Needs to be close or in the corner.
2C, 623K
c.C 6C(1) 632146P - Not really very useful
c.C 6C(1) 214A A 6A 623K - Must Quick Cancel for this to connect.
c.C 6C 236B+C ...
f.D 236B+C ...
214P P 6P 236B+C ...
.. 236236K, 236236P, 236P/K - Might be able to tech roll it outside of the
corner.
632146D, 66 2C, 623D - Only works on Drunken Master
B+D, 236A/C - Seems to be untechable and works on everyone.
B+D, 2A - Corner only, misses Reika. Good for a reset?
B+D, 623B - Won't hit Reika/Crane/Monkey
B+D, 2C, 623B - Only works Near Corner on Tiger/Monk/Saojin/Snake/Lotus
B+D, 236236K, 623B or 236236K - Corner only. Won't hit Reika.
A+D or B+D, 236236P *n - Hits OTG. Spacing must be just right to loop it.
Normals:
6A - Fast, forward moving. Staple for combos.
4B - Launches.
3C - Stronger than 6A/6D but very short range.
6D - Similar range to 6A but slower. Builds more meter.
Specials:
236A/B/C/D - Projectile, button determines arc. D version rolls along ground
and must be blocked low. Fruit Type is random and determines
damage. Watermelon = Huge Damage
623P, 214P - Switches sides. Auto cancels into taunt. Builds a lot of meter.
214B/D, 214B/D, 214B/D - Strength determines distance moved forward.
623B/D - Invincible startup.
421B/D - If the third hit of the dive connects, he will throw a fruit.
j.421B/D - Air version. B version hits once, doesn't throw fruit.
Can be TKed for quick crossup/overhead.
Supers:
236236P - Throws many fruit.
214214P - Invincible? Very fast startup.
Combos:
2B 2A 6A 214D 214D 214D - Example B&B
4B 623D or 236C - Random chance of getting a Watermelon.
AA 3C 623D or 236C
C/D 3C 214D or 623P ... - Same combos as off 6A but more damage.
C/D 6D ... - Also the same combos, works at a larger distance.
2C 6A/3C/6D ... - Strong combo off low.
236236P, 2A+B, C 6D ... - Super must hit close to connect this.
236236P, 66 C 6D ... - Works better from a distance.
A+D, 6A 214D 214D 214D - Works anywhere on Tiger and Huang.
Also works throwing into or out of the corner on Monk
Also works throwing into the corner on Scorpion.
A+D, 6A 214D 214D 236B+C ... - Leads to Delaunch combos.
A+D, 66 C 6A ... - Works on Tiger in the corner or Huang anywhere.
.. 236B+C, 66, 623D, 623D, 623B, 623D - Boring but it works.
.. 236B+C, C 3C, 623B, 623B, 623D, 623B - Works in the corner.
Crossup j.B/C, C 3C 214D 214D 236B+C, j.D, D 6D 214D 214D 214D
- Basic delaunch combo from a crossup.
.. 6A/3C/6D, 623P, 214P 236B+C, j.D, D 6D 214D 214D 214D
- Basic delaunch from front.
.. 236B+C, j.D, D 6D 214D 214D 236B+C ...
- Delaunch Loop.
41236A+B, D 3C ...
.. 6A 623P 214P 214B+C, 66 C 6A 214B, 66 C 6A 214B, 66 C 6D 214D 214D 236B+C..
- 60%+ damage. Only requires 1 stock to do. Doesn't work on Crane?
.. 6A 623P 214P 214B+C, 66 C 6A 214B, 66 C 6A 214B, 66 C 6D 623P 214P 214B+C..
- Not an infinite but easily loops for 100%.
.. 6A 623P 214P 214B+C, 66 C 6D 214B 214B, 66 C 6D 623P 214P 214B+C..
- Works on Crane.
=========
Red Snake
=========
Preferred Throw: A+D
Crossups: j.B
Normals:
6A
Specials:
623A
-> 8P - High Hit
-> 2K - Low Hit
623C - 3 Hit Rush
236A/C, 236P
63214P, 214P - Invincible during back dash.
623B/D - Invincible startup.
41236B/D - Running Unblockable Strike. D version travels farther.
Can't be performed during 214B+C unless it is hitting.
Has Foot Invincibility.
Supers:
236236P - Very short startup, travels across the screen. Invincible until
recovery. Can't be tech-rolled.
236236K - Invincible startup. Can't be tech-rolled.
A+D, 66 f.D
A+D, 66 3C, 41236K - Throw setup. Possible for them to reversal out.
A+D, 236236P, 2P/K
A+D, 623D - Corner.
A+D, 66 623D - May work on some characters at mid screen.
A+D, 623A 8P - Near Corner.
.. c.C/c.D 3C 6A 623C(2) 236B+C, 6, j.D (delaunch), C 3C 236236K or 623A 8P
- Delaunch combo. Must start from 41236A+B or crossup.
.. c.C/c.D 3C 6A 623C(2) 236B+C, ( 6, j.D (delaunch), C 3C (6A) 623B+C )*n ...
- Blow a lot of meter for a little extra damage.
=====
Reika
=====
Crossups: j.B
Normals:
c.D - Launches.
6C
Specials:
214A/C
-> 214P
236A/C - Projectile.
623P - Can always connect in a juggle.
236B/D - Last hit of B is High. Last 2 hits of D are High.
623B/D - Invincible startup. D version travels farther.
63214K - Command Grab. Can combo after.
Supers:
236236A/C - Projectile. A Travels vertically, C travels horizontally.
Can always connect in a juggle.
236236K - Invincible startup. Launches.
Combos:
(2B) 2B 2A 6C 623D, 623K, 623P - Staple combo off a low.
2B 2A 5A 5C 6C ... - May work up close on some characters.
5C/5D 6C ...
.. 6C 623D, c.D, 236236A, 623C - Corner.
.. 6C 236236K, 623D, 623P or 236236P, 623P
.. 6C 214C 214P - Works when 623D will not hit.
.. 6C 214C 214P(1) 236B+C ... - Cancel into the shadow version quickly.
.. 6C 214C 214P(1) 236B+C 236236K, c.D, (236236P)
- Kick Super will cause them to not launch after Shadow.
6C 236A, 6C ... - Corner only. Extremely character and distance specific.
Potentially more reps possible.
c.D, 623K ...
2D(1) 623D ...
2D(1) 214C ...
2D(2) 623C - May need to delay slightly on some characters.
2D(2) 623B, 6C 623C - Huang only.
.. 623K, 623K, 623P - Staple strong combo finish.
.. 623K, c.C 623C - Alternate finish, better for those you can't hit normally
.. 623K, 623K, 236236A, 623C - Easy to hit, works anywhere.
.. 623K, c.D, 236236A, 623C - Alternate setup, good for the corner.
.. 623K, 236236K, 236236A, 623C - Near Corner Only, difficult timing.
236D, 236236A, 623P - Corner only.
63214K, pause, 66 5C 6C ... - Controls are reversed on hit so you must delay
before dashing.
.. 236236A, 236236A, 236236A, ... - Super loop. Zzzzz.
.. 236B+C, c.D, c.D, 2C 623D or 623C - Easy combo. Hold back to avoid crossup
.. 236B+C, 214P, c.D, c.D, 2C, 623B, 623C
.. 236B+C, 214P, c.D, c.D, 2C, 623B, 236236A, 623C - Extra damage.
.. 236B+C, 214P, c.D 214A(wiff), c.D 214A(wiff), 623B, 2C, 623C or 236236A..
- Slightly better meter gain but basically the same.
.. 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623D, 623C
.. 236B+C, 214C, 66 c.D 214C(wiff), 623D, c.D 214C(wiff), 623B,236236A,66 623P
- Mid screen versions. Very stylish, lots of crossunders. Builds a lot of
meter.
41236A+B, C 6C ...
======
SaoJin
======
Crossups: j.B, j.D
Normals:
j8.A, j8.B, j8.C, j8.D - Neutral Jump normals.
6C
2A+B - In addition to being a normal overhead, it can crossup some characters
who are crouching and on a few (like Reika) who are standing!
Specials:
236A - Overhead. Knocks down on hit. Saojin becomes knocked down when used.
236C - Can be canceled into any other special at any time.
623A/C
214A/C
623B - Launches.
623D - 3rd hit is High. First hit has Body, Head, and Air Guard Point.
236B/D - D version slides farther. Can slide under many things.
41236D - Grabs on hit. Builds a lot of meter.
214B+C - This shadow attack will actually remain active long after it leaves
the screen. Because of this, it takes a while before you can use it
again, and a very strong glitched loop is possible off it (see below
and in the Advanced Gameplay section).
Combos:
A B C 6C 236C 623B 214D
2B C 6C 236C 623D(2) 236B+C ...
2B 2B 5D 236B+C ... - Might miss some characters
.. 236C 41236D - Low damage, but gives a ton of meter. Good after 214B+C
.. 5C 6C 236C 214B+C, j.D, A B C 6C 236C 41236D
- Builds more meter than it uses. Hard to use at mid screen.
41236A+B, 6, A B C 6C 236C 41236D
41236A+B, 6, A B C 6C 236C 623B/D ...
========
Scorpion
========
Crossups: j.D
Command Normals:
6B - 2nd hit is High
6D - Both hits are High
Specials:
623A/C - Hopping Attacks. C version hits High. Immune to throws?
421A/C, 236K - Wall dive.
421K - Wall dive fake.
41236K, 236K - Both hits of first part are Low. Second part is High.
Can cancel either hit of the first part into the followup.
Can be canceled on wiff.
623B/D, 236B
63214K, 6K
Supers:
236236P - Can always be juggled after.
236236K - Must be blocked High. Hits OTG.
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.
=====
Tiger
=====
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.
.. 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.
Normals:
6C - Launches. Hits and relaunches on OTG. :I
Specials:
236A/C - Projectile, Juggles.
214P - Hits low, hits the entire screen vertically.
623P - Rush Attack, Launches. Can't be tech rolled. :I
214K - Projectile. Homes in on enemy.
41236K - Command grab.
63214D - Input during recovery of a wiffed 236A or 214K ?? Floats in the air
-> A - Downward dive. Not High or Unblockable, but can crossup.
-> 6A - Float Forward.
-> A - Cancel into Down Dive.
-> C - Down dive, mostly verticle.
-> B - Cancel
-> D - Super