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Martial Masters
FAQ By: Goh_Billy (
[email protected])
Version #: 1.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
2.1 Basics
2.2 Super Meter
3. Characters
3.1 Master Huang
3.2 Drunk Master
3.3 Scorpion
3.4 Crane
3.5 Red Snake
3.6 Ghost Kick
3.7 Monkey Boy
3.8 Tiger
3.9 Monk
3.10 Reika
3.11 Lotus Master
- - - - - - - - - - - - - -
3.12 Saojin
4. Codes
5. Conclusion
5.1 What's Missing/Needed
5.2 Credits
===============================================================================
1. Legend
===============================================================================
ub u uf f - Forward HP - Heavy Punch P - Any Punch
\ | / b - Back LP - Light Punch K - Any Kick
b-- --f u - Up HK - Heavy Kick + - And
/ | \ d - Down LK - Light Kick / - Or
db d df , - Then
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
===============================================================================
2. System
===============================================================================
++++++++++++++
| 2.1 Basics |
++++++++++++++
Throw LP+HK / LK+HK connects close
Throw Escape press LP+HK / LK+HK must use the same
just as the opponent combination that the
is throwing you opponent is using
to throw you in order to
escape
Forward Run f, f, then hold f
to continue run
Dash Jump uf
Halt b or stop holding f
Dash Backward b, b
Block High b
Block Low db will not block overheads
Super Jump d, ub/u/uf
Low Dodge Overhead d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Pursue Attack d/u + LP/LK/HP/HK pursue attack
when opponent is
on floor
Taunt HP+HK can hit opponent for very
minor damage; taunt
fills Super Meter
considerably
Instant Roll Forward f + LP+LK after being
knocked down and
before you hit the
floor
Instant Roll Backward b + LP+LK after being
knocked down and
before you hit the
floor
Delayed Roll Forward hold f after being
knocked down
Delayed Roll Backward hold b after being
knocked down
+++++++++++++++++++
| 2.2 Super Meter |
+++++++++++++++++++
You can build the Super Meter by using special moves, touching your opponent
with attacks, taunting, and being hit by your opponent. It is possible
to have 9 stocks of meter. The following are maneuvers that require super
meter stocks:
Guard Burst HP+HK while blocking requires one super meter
opponent's attack stock
Shadow Attack Launcher qcf + LK+HP requires one super meter
stock; must connect
(not blocked) to perform
entire maneuver; either
launches or wall bounces
opponent
Shadow Attack Rush qcb + LK+HP requires one super meter
stock
Stagger Grab hcf + LP+LK requires one super meter
stock; connects close
and is unblockable;
small window for free
attack after landing
maneuver
Super refer to character's requires one super meter
movelist stock
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Master Huang *
*******************************************************************************
Colors
------
LP - Blue Gray pants w/ Mustard trim
HP - Tan pants w/ Blue Gray trim
LK - Gray pants w/ Green trim
HK - Gray pants w/ Tan trim
LP+LK - Blue Gray pants w/ Off White trim
LP+HP - Light Gray pants w/ Off White trim
LK+HK - White pants w/ White trim
HP+HK - Purple pants w/ Gold trim
Throws
------
Chest Crush LP+HK connects close
Redirect LK+HK connects close
Basic Moves
-----------
Open Fan u, LP 2 hits; overhead
Rock Fist HP close 2 hits
Shin Kick LK must be blocked low
Axe Kick HK close 2 hits; second hit is an
overhead
Command Moves
-------------
Fan Wave HP+HK can hit opponent for very
minor damage; taunt
fills Super Meter
considerably
Hopping Fist d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Step In Elbow f + HP
Snap Kick b + LK
Leg Drop d/u + LP/LK/HP/HK pursue attack
when opponent is
on floor
Special Moves
-------------
Surge Fist qcf + P LP=short, HP=far
Swift Push hcb + LP after
landing a close
HP/HK that
connects (not
blocked)
Turnover hcb + HP connects close and is
unblockable; small
window for free attack
after landing maneuver
Grasshopper qcf + K LK=short, HK=far; must be
blocked low
Air Axe Kick d + K Grasshopper must connect
to perform this follow
up; overhead
Drill Kick hcf + K in air LK=short, HK=far and
overhead
Nimble Knee f, d, df + K LK=short, HK=far
Air Axe Kick d + K Nimble Knee must connect
to perform this follow
up; overhead
Whirlwind Kick qcb + K
Heavy Axe qcf + K axe kick portion is an
overhead
High Kicks qcb + K Heavy Axe portion must
connect (not blocked)
to perform this
follow up
Final Kick LK
Dragon Kick b, d, db + K LK=short, HK=far; overhead
Drill Kick hcf + K Dragon Kick must connect
to perform this follow
up
Shadow Moves
------------
Nimble Whirlwind qcf + LK+HP must connect (not blocked)
to perform entire
maneuver; launches
opponent
Double Drill Kick qcb + LK+HP
Stagger Grab hcf + LP+LK connects close and is
unblockable; small
window for free attack
after landing maneuver
Supers
------
Awakening Spirit qcf, qcf + P
Dragon Rave qcf, qcf + K first part must connect
(not blocked) to
perform entire maneuver
*******************************************************************************
* 3.2 Drunk Master *
*******************************************************************************
Colors
------
LP - Gray pants and Silver top
HP - Brown pants and Sand top
LK - Olive pants and Light Olive top
HK - Blue pants and Light Blue top
LP+LK - Dark Gray pants and Gray top
LP+HP - Purple pants and Blue top
LK+HK - Dark Blue pants and Blue Gray top
HP+HK - Green pants and Light Green top
Throw
-----
Headbutt LP+HK / LK+HK connects close
Basic Moves
-----------
Drunken Combo HP, HP, HK, HP all parts must touch the
opponent to perform
the next part in the
chain
Shin Kick LK must be blocked low
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
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
Supers
------
Gourd Nunchaku qcf, qcf + P
Strong Sake qcb, qcb + K auto counter super
*******************************************************************************
* 3.3 Scorpion *
*******************************************************************************
Colors
------
LP - Purple costume
HP - Light Gray costume
LK - Black costume
HK - Blue costume
LP+LK - Bronze costume
LP+HP - Amber costume
LK+HK - Red costume
HP+HK - Gray costume
Throw
-----
Lean Back Catapult LP+HK / LK+HK connects close
Basic Move
----------
Shin Kick LK must be blocked low
Command Moves
-------------
Come On HP+HK can hit opponent for very
minor damage; taunt
fills Super Meter
considerably
Hopping Strike d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Snap Axe f + LK 2 hits; second hit is an
overhead
Pincher Kick f + HK 2 hits; overhead
Double Sting d/u + LP/LK/HP/HK 2 hits; pursue attack
when opponent is
on floor
Special Moves
-------------
Aculeus Sting f, d, df + P LP=short and 2 hits;
HP=far and 3 hits with
first part being an
overhead
Predator Crash b, d, db + P LP=straight, HP=diagonally
upward
Hang Kick qcf + K Predator Crash must touch
opponent to allow for
this follow up; overhead
Predator Crash Fake b, d, db + K
Desert Crawl hcf + K both hits must be blocked
low
Trap Kick qcf + K can be activated after
either hit of the Desert
Crawl; overhead
Death Roll hcb + K LK=short, HK=far
Venomous Kick f + K Death Roll must touch
opponent to perform this
follow up
Arc Dropkick f, d, df + K LK=short and 4 hits,
HK=far and 5 hits
Captured Prey qcf + LK Arc Dropkick must connect
(not blocked) to perform
this follow up
Shadow Moves
------------
Ruthless Kicks qcf + LK+HP must connect (not blocked)
to perform entire
maneuver; wall bounces
opponent
Shadow Arc Dropkick qcb + LK+HP
Stagger Grab hcf + LP+LK connects close and is
unblockable; small
window for free attack
after landing maneuver
Supers
------
Merciless Feast qcf, qcf + P first part must connect
(not blocked) to
perform entire maneuver
Lethal Sting qcf, qcf + K overhead
*******************************************************************************
* 3.4 Crane *
*******************************************************************************
Colors
------
LP - White costume w/ Orange trim
HP - Dark Gray costume w/ Orange trim
LK - Orange costume w/ Gray trim
HK - Light Green costume w/ Green trim
LP+LK - Light Gray costume w/ Gray trim
LP+HP - Lavender costume w/ Pink trim
LK+HK - Alice Blue costume w/ Blue trim
HP+HK - Yellow costume w/ Pink trim
Throw
-----
Throat Tear LP+HK / LK+HK connects close
Basic Move
----------
Heavy Chop HP 2 hits
Command Moves
-------------
Hair Groom HP+HK can hit opponent for very
minor damage; taunt
fills Super Meter
considerably
Hopping Bladed Hand d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Heavenly Spin d + HP in air up to 5 hits
Crescent Swipe f + LP 2 hits with second hit
being an overhead
Double Uppercut d + HP 2 hits
Double Stomp d/u + LP/LK/HP/HK pursue attack
when opponent is
on floor
Special Moves
-------------
Spread Wing qcf + P LP=short, HP=far
Closing Wing qcf + P LP=short, HP=far
Final Wing qcf + P LP=short, HP=far
Majestic Flight f, d, df + P LP=short and 2 hits,
HP=far and 2 hits
Landing d + P second part must touch
opponent to allow for
this follow up
Sneaky Dart qcb + P projectile can be
destroyed by a well
timed physical attack
Air Sneaky Dart qcb + P/LK in air LP=far, LK=medium,
HP= short and steepest
angle; projectile
can be destroyed by a
well timed physical
attack
Flapping Thrust hcb + P LP=short, HP=far;
unblockable
Shouting Crane f, d, df + K LK=short and 5 hits,
HK=far and 6 hits
Shadow Moves
------------
Majestic Thrust qcf + LK+HP must connect (not blocked)
to perform entire
maneuver; small launch
of opponent at end of
maneuver
Dart Rain qcb + LK+HP
Stagger Grab hcf + LP+LK connects close and is
unblockable; small
window for free attack
after landing maneuver
Supers
------
Take Flight qcf, qcf + P
Deadly Darts qcb, qcb + P
*******************************************************************************
* 3.5 Red Snake *
*******************************************************************************
Colors
------
LP - Medium Purple costume and Yellow trim w/ Brown hair
HP - Off White costume and Gray trim w/ Light Gray hair
LK - Off White costume and Orange trim w/ Magenta hair
HK - Black costume and Blue trim w/ Dirty Blonde hair
LP+LK - Green costume and Blue trim w/ Red hair
LP+HP - Orange costume and Green trim w/ Dark Blue hair
LK+HK - Pink costume and Yellow trim w/ Blue hair
HP+HK - Salmon costume and Purple trim w/ Green hair
Throw
-----
Heavy Slaps LP+HK / LK+HK connects close
Basic Move
----------
N/A
Command Moves
-------------
Charmer HP+HK can hit opponent for very
minor damage; taunt
fills Super Meter
considerably
Hopping Spike d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Single Fang f + LP
Venom Stab df + HP
Double Kick d + HK first part must be blocked
low
Bow Smash d/u + LP/LK/HP/HK pursue attack
when opponent is
on floor
Special Moves
-------------
Ravenous Fang qcf + P LP=short and 4 hits,
HP=far and 8 hits
Finish qcf + P
Viper Blade f, d, df + LP
Hopping Spike u + P Viper Blade must touch
opponent to allow for
this follow up; overhead
Sneaky Trip d + K Viper Blade must touch
opponent to allow for
this follow up; must be
blocked low
Viper Rush f, d, df + HP
Slither And Strike hcb + P
Final Strike qcb + P Slither and Strike must
touch opponent to allow
this follow up
Scissor Takedown hcf + K running throw that connects
close and is unblockable;
LK=runs short, HK=runs
far
Tail Whip Kick f, d, df + K LK=short and 2 hits,
HK=far and 3 hits
Shadow Moves
------------
Snake Dance qcf + LK+HP must connect (not blocked)
to perform entire
maneuver; launches
opponent at end of
maneuver
Shadow Ravenous Fang qcb + LK+HP
Stagger Grab hcf + LP+LK connects close and is
unblockable; small
window for free attack
after landing maneuver
Supers
------
Snakebite qcf, qcf + P
Serpent Flurry qcf, qcf + K first part must connect
(not blocked) to perform
the entire maneuver
*******************************************************************************
* 3.6 Ghost Kick *
*******************************************************************************
Colors
------
LP - Orange top and Blue Green pants
HP - Dark Olive Green top Glaucous pants
LK - Burnt Orange top and Green pants
HK - Dark Gray top and Khaki pants
LP+LK - Steel Blue top and Bronze pants
LP+HP - Light Gray top and Light Gray pants
LK+HK - Brown top and Gray pants
HP+HK - Gray top and Tan pants
Throws
------
Bully Punch LP+HK connects close
Crushing Knees LK+HK connects close
Basic Move
----------
Shin Kick LK must be blocked low
Command Moves
-------------
Aggressive Pride HP+HK can hit opponent for very
minor damage; taunt
fills Super Meter
considerably
Hopping Knee d + LP+LK overhead
Cartwheel and Jump b + LP+LK can follow with air attack
Reaching Axe Kick f + LP
Driving Headbutt f + HP
Rolling Scissors d + HP 2 hits
Flying Gut Kick f + HK
Dirty Punt d/u + LP/LK/HP/HK pursue attack
when opponent is
on floor
Special Moves
-------------
Rumble Takedown f, d, df + P HP version jumps higher
and further; catches
opponents in air for
an air throw
Violent Kicks qcb + P LP=6 hits, HP=10 hits
Riot Flash f, d, df + P LP=one flip, HP=two flips
Supreme Crash b, d, db + P LP=short and 1 hit;
HP=far and 2 hits;
overhead
Handstand Wallop qcf + K LK=short and 2 hits,
HK=far and 4 hits
Corkscrew f, d, df + K LK=low and 5 hits,
HK=high and 8 hits
Leg Whip qcb + K 2 hits with both needing
to be blocked low;
launches opponent; can
follow with Rumble
Takedown
Shadow Moves
------------
Shadow Riot Flash qcf + LK+HP must connect (not blocked)
to perform entire
maneuver; launches
opponent
Gatling Kicks qcb + LK+HP
Stagger Grab hcf + LP+LK connects close and is
unblockable; small
window for free attack
after landing maneuver
Supers
------
Horizontal Corkscrew qcf, qcf + K
Tornado Corkscrew qcb, qcb + K has a slight vacuum
affect
*******************************************************************************
* 3.7 Monkey Boy *
*******************************************************************************
Colors
------
LP - Purple costume and Yellow trim
HP - Back costume and White trim
LK - Orange costume and Gray trim
HK - Bronze costume and Blue trim
LP+LK - Dark Blue costume and Yellow trim
LP+HP - Gray costume and Dark Gray trim
LK+HK - Green Blue costume and Yellow trim
HP+HK - Gray costume and Blue Green trim
Throws
------
Blind Dropkick LP+HK connects close
Climbing Punt LK+HK connects close
Basic Move
----------
N/A
Command Moves
-------------
Butt Pat HP+HK can hit opponent for very
minor damage; taunt
fills Super Meter
considerably
Hopping Fist d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Backhand f + LP
Skyward Uppercut df + HP
High Snap Kick b + LK 2 hits; launches opponent
Rolling Axe f + HK 2 hits
Monkey Drop d/u + LP/LK/HP/HK pursue attack
when opponent is
on floor
Special Moves
-------------
Fruit Toss qcf + P/LK LP=short and high,
LK=medium and high,
HP=far and medium
height; will collide
with other projectiles
as both will be
"destroyed" in the
process; fruits are
random and different
fruits cause different
damage
Fruit Roll qcf + HK must be blocked low; will
collide with other
projectiles as both
will be "destroyed" in
the process
Sneaky Strike f, d, df + P must be blocked low
Low Slider qcb + P Sneaky Strike must connect
(not blocked) to perform
this follow up; Monkey
Boy switches to the
other side of the
opponent
Tree Climb Kick f, d, df + K LK=short, HK=far
Swing Kick qcb + K LK=short, HK=far
Second Swing Kick qcb + K LK=short, HK=far
Side Kick qcb + K LK=short, HK=far
Monkey Stomp b, d, df + K LK=short, HK=far; if third
hit touches opponent
Monkey Boy will throw
a fruit; fruit will
collide with other
projectiles as both
will be "destroyed" in
the process
Air Monkey Stomp b, d, df + K in air LK=short and 1 hit,
HK=far and 3 hits; if
HK version's third hit
touches opponent
Monkey Boy will throw
a fruit; fruit will
collide with other
projectiles as both
will be "destroyed" in
the process
Shadow Moves
------------
Swing To High Snap qcf + LK+HP must connect (not blocked)
to perform entire
maneuver; launches
opponent
Monkey Fruit Toss qcb + LK+HP fruit will collide with
other projectiles as
both will be "destroyed"
in the process
Stagger Grab hcf + LP+LK connects close and is
unblockable; small
window for free attack
after landing maneuver
Supers
------
Fruit Frenzy qcf, qcf + P a fruit will collide with
other projectiles as
both will be "destroyed"
in the process; can move
towards end of super and
use raining fruit as a
shield of sorts
Sneaky Slider qcb, qcb + P first hit must connect
(not blocked) to perform
entire maneuver
*******************************************************************************
* 3.8 Tiger *
*******************************************************************************
Colors
------
LP - Blue pants and Alice Blue shirt w/ Red suspenders
HP - Dark Gray pants and Light Gray shirt w/ Gray suspenders
LK - Gray pants and Off White shirt w/ Red suspenders
HK - Glaucous Blue pants and Off White shirt w/ Magenta suspenders
LP+LK - Green pants and Vanilla shirt w/ Red suspenders
LP+HP - Dark Blue pants and Blue shirt w/ Brown suspenders
LK+HK - Brown pants and Vanilla shirt w/ Blue suspenders
HP+HK - Dark Gray pants and Off White shirt w/ Blue suspenders
Throw
-----
Swipe And Elbow LP+HK / LK+HK connects close
Basic Moves
-----------
Driving Punch HP far overhead
Shin Kick LK must be blocked low
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
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
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
*******************************************************************************
* 3.9 Monk *
*******************************************************************************
Colors
------
LP - Green and Saffron pants w/ Blue trim
HP - Gray and Purple pants w/ Red trim (Gray skin)
LK - Gray and Fawn pants w/ Gray trim
HK - Iris pants w/ Cool Gray trim
LP+LK - Gray and Peach Orange pants w/ Gray trim
LP+HP - Orange and Purple pants w/ Gray trim (Green skin)
LK+HK - Blue and White pants w/ Orange trim
HP+HK - Deep Carrot Orange and Purple pants w/ Mint trim
Throws
------
Rough Toss LP+HK connects close
Headbutt LK+HK connects close
Basic Moves
-----------
Double Stomach Punch HP close 2 hits
Monster Stomp HK close 2 hits; second hit is an
overhead
Command Moves
-------------
Yawn HP+HK can hit opponent for very
minor damage; taunt
fills Super Meter
considerably
Hopping Knee d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Hammer Fist f + HP 2 hits; both hits are
overheads unless
cancelled into
Crushing Foot d/u + LP/LK/HP/HK pursue attack
when opponent is
on floor
Special Moves
-------------
Cauldron Drop qcf + P/K LP=short, LK=medium,
HP=far, HK=very far;
overhead; can hit an
opponent on the ground;
will collide with
other projectiles as
both will be "destroyed"
in the process
Tremor f, d, df + P LP=hits very close,
HP=has full screen
distance; must be
blocked low
Spirit Charge qcb + P overhead
Spirit Strike P overhead
Spirit Chop f + P overhead
Punt Kick f, d, df + K
Heart Punch hcb, f + P connects close and is
unblockable; can be
cancelled into
Punt Kick f, d, df + K LK=short, HK=far
Ruthless Strangle hcb, f + K dash in must touch opponent
to perform maneuver;
unblockable; initial hop
of dash in can jump over
low attacks
Shadow Moves
------------
Charging Spirit qcf + LK+HP must connect (not blocked)
to perform entire
maneuver; wall bounces
opponent
Running Bull qcb + LK+HP
Stagger Grab hcf + LP+LK connects close and is
unblockable; small
window for free attack
after landing maneuver
Supers
------
Flaming Cauldron qcf, qcf + P each individual cauldron
can collide with
other projectiles as
both will be "destroyed"
in the process; all
cauldrons hit as
overheads; can hit an
opponent on the ground;
Monk has super armor
during the super
Crushing Mountain qcf, qcf + K
*******************************************************************************
* 3.10 Reika *
*******************************************************************************
Colors
------
LP - Green and Pink costume w/ Blue trim
HP - Isabelline White costume w/ Peach trim
LK - Purple and Orange Red costume w/ Blue trim
HK - Peach and Purple costume w/ Green trim
LP+LK - Orange and Coral costume w/ Blue trim
LP+HP - Gray and Light Gray costume w/ Blue trim
LK+HK - Pink and Purple costume w/ Gold trim
HP+HK - Purple and Pink costume w/ Gold trim
Throw
-----
Layback Toss LP+HK / LK+HK connects close
Basic Moves
-----------
Driving Short Uppercut HP close 2 hits
Skyward Kick HK close launches opponent
Back Heel HK far must be blocked low
Command Moves
-------------
Laugh And Point HP+HK can hit opponent for very
minor damage; taunt
fills Super Meter
considerably
Hopping Jump Kick d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Side Stance Palm f + HP
Double Sweep d + HK both parts must be blocked
low
Double Foot Stomp d/u + LP/LK/HP/HK pursue attack
when opponent is
on floor
Special Moves
-------------
Chi Blast qcf + P LP=slow, HP=fast; will
collide with other
projectiles as both
will be "destroyed" in
the process
Trap Uppercut f, d, df + P first part must connect
(not blocked) to perform
the entire maneuver
Pressure Elbow qcb + P LP=short, HP=far
Iron Palms qcb + P
Opening Fan qcf + K LK=short with last hit
being an overhead; far
with last two hits being
overheads
Leaping Double Kick f, d, df + K LK=short, HK=far; launches
opponent
Leap Frog hcb + K leap must touch opponent
to perform entire
maneuver; unblockable;
staggers opponent
Shadow Moves
------------
Pressure Leap Kicks qcf + LK+HP must connect (not blocked)
to perform entire
maneuver; launches
opponent
Chi Storm qcb + LK+HP a fireball will collide
with other projectiles
as both will be
"destroyed" in the
process
Stagger Grab hcf + LP+LK connects close and is
unblockable; small
window for free attack</pre><pre id="faqspan-2">
after landing maneuver
Supers
------
Chi Bomb qcf, qcf + P LP=vertically up and down,
HP=far toss; absorbs
projectiles
Swift Barrage qcf, qcf + K end parts of the Opening
Fan maneuvers are
overheads; launches
opponent
*******************************************************************************
* 3.11 Lotus Master *
*******************************************************************************
Colors
------
LP - Green skin and Red costume
HP - Blue skin and Gray costume
LK - Dark skin and Light Green costume
HK - Gray skin and Slate Gray costume
LP+LK - Taupe skin and Gray costume
LP+HP - Gray skin and Dark Gray costume
LK+HK - Medium skin and White costume
HP+HK - Green skin and Brown costume
Throw
-----
Sling Toss LP+HK / LK+HK connects close
Basic Moves
-----------
Double Jump Kick HK in air 2 hits, overhead
Slash Uppercut HP close 2 hits
Command Moves
-------------
Flame Toss HP+HK can hit opponent for very
minor damage; taunt
fills Super Meter
considerably
Hopping Double Slash d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Dead Claw f + HP 2 hits and must be blocked
low; launches opponent
Short Dual Slide Kick db + HK must be blocked low
Medium Dual Slide Kick d + HK must be blocked low
Far Dual Slide Kick df + HK must be blocked low
Pouncing Claw d/u + LP/LK/HP/HK pursue attack
when opponent is
on floor
Special Moves
-------------
Bloom qcf + P LP=appears stationary
close, HP=appears
stationary far; will
collide with other
projectiles as both
will be "destroyed" in
the process
Pouncing Claw b, d, db + P LP=short, HP=far; overhead
Reaping Claw qcb + P Pouncing Claw must touch
opponent for this follow
up to come out
Sky Slash qcf + P
Air Double Claw P
Lotus Catch hcf + P in air must touch opponent to
perform the entire
maneuver; unblockable;
can catch both airborne
and grounded opponents
Raising Bloom qcf + K LK=short and upwards,
HK=far and upwards; will
collide with other
projectiles as both
will be "destroyed" in
the process
Thunderous Strikes hcb + K LK=4 hits, HK=9 hits; must
touch opponent to
perform the entire
maneuver; unblockable
Shadow Moves
------------
Lotus Rush qcf + LK+HP must connect (not blocked)
to perform entire
maneuver; wall bounces
opponent
Swallowing Lotus qcb + LK+HP absorbs projectiles; has
a vacuum effect; can
have two on the screen
at the same time
Stagger Grab hcf + LP+LK connects close and is
unblockable; small
window for free attack
after landing maneuver
Supers
------
Death Touch qcf, qcf + P LP=short, HP=far; must
touch opponent to
perform the entire
maneuver; unblockable
Tower Of Flames hcb + P LP=short, HP=far; catches
airborne opponent
Giant Bloom qcf, qcf + K absorbs projectiles
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*******************************************************************************
* 3.12 Saojin *
*******************************************************************************
Colors
------
LP - Red costume w/ Blue trim
HP - Purple costume w/ Blue trim
LK - Green costume w/ Orange trim
HK - Purple costume w/ Cream trim
LP+LK - Gray costume w/ Brown trim
LP+HP - Off White costume w/ Cyan trim
LK+HK - Blue costume w/ White trim
HP+HK - Off White costume w/ Blue trim
Throw
-----
Rolling Neck Snap LP+HK / LK+HK connects close
Basic Moves
-----------
Blind Air Punches ub/uf, HP 2 hits, overhead
Blind Punches LP 2 hits
Command Moves
-------------
Reading HP+HK can hit opponent for very
minor damage; taunt
fills Super Meter
considerably
Hopping Double Knees d + LP+LK overhead
Retreat and Jump b + LP+LK can follow with air attack
Drilling Punch f + HP 2 hits
Double Bash d/u + LP/LK/HP/HK pursue attack
when opponent is
on floor
Special Moves
-------------
Windmill Punch qcf + LP overhead; Saojin is
knocked down afer use
Punch Flurry qcf + HP can cancel into any other
special move; if not
cancelled, Saojin will
be stunned for a bit
after maneuver
Chaos Flurry f, d, df + P LP=short, HP=far
Piercing Umbrella qcb + P LP=short, HP=far
Dust Slide qcf + K LK=short, HK=far; must
be blocked low
Crafty Slide hcf + HK must connect (not
blocked) to perform
entire maneuver; must
be blocked low
Blast Palm f, d, df + LK launches opponent
Double Blast f, d, df + HK last part is an overhead
Shadow Moves
------------
Blast Strikes qcf + LK+HP must connect (not blocked)
to perform entire
maneuver; launches
opponent
Curtain Call qcb + LK+HP
Stagger Grab hcf + LP+LK connects close and is
unblockable; small
window for free attack
after landing maneuver
Supers
------
Photo Op qcf, qcf + P strike must connect (not
blocked) to perform
entire maneuver
Umbrella Rush qcb, qcb + P first part must connect
(not blocked) to
perform the entire
maneuver; wall bounce
===============================================================================
4. Conclusion
===============================================================================
4.1 What's Missing/Needed
-Cleanup and corrections
-If you have anything to add, any corrections I need to make, please email me
at
[email protected]. Credit will be given for your contribution.
4.2 Credits
- IGS
- Gamefaqs
- And me for writing this faq