=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Martial Masters FAQ By: Goh_Billy (billy_kane_32@hotmail.com) 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
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 billy_kane_32@hotmail.com. Credit will be given for your contribution.
4.2 Credits
- IGS
- Gamefaqs
- And me for writing this faq