oh shit how did I not find this thread
can we merge topics?
oh shit how did I not find this thread
can we merge topics?
Your thread adds nothing. There’s no point to do a merge.
Master Huang FTW?
Can some one please PM me the name of and where i can get the FBA that runs this game. MY FBA wont run it, i played on mame and it sucks :), please some one help me. Or nebula link or something, thanks.
Check the 67th post in this thread.
thanks alot but i have already been there, i am computer stupid, i dont understand what to DL. i downloaded uni code binary and extracted it and it wont work, its says I have to reinstall it cause some file is missing.
What are you trying to run? Martial Masters? Do you know that you need the PGM bios to run the game?
10char
the emulator wont even open.
EDIT- i figured it out, the game is awsome, Iroha in ss6 is a crane clone:)
Hey ya’ll, I’ve got the cart of this game and have done a lot of testing so I figured I’d share.
Lets get this out of the way:
First of all, all of these infinites WORK in the real version of the game. I don’t know why people in here were claiming they don’t. I tested them on the PGM cart and they work as normal, and they also work in FBA as well.
Tiger and Crain juggle infinites work simply because some moves have the property of always being able to connect in a juggle, regardless of normal juggle rules or shadow hits remaining or all that. There are lots of other non-infinite examples, like Reika’s 236236P super and her 623P special.
This infinite however flat out doesn’t work at all. Even if you didn’t tech roll before it hit you (there ARE a few untechable setups for it), you can instant tech-roll between the hits of it. As a side note, I’ve found it much easier to tech roll by inputting 4,6+A+B or 6,4+A+B instead of just 4+A+B or 6+A+B. I don’t know if that’s a quirk of the game input buffer or what.
There are MORE infinites though.
Drunken Master can infinitely loop some characters on 236B, 236A. This is really hard to do though, and unless you are a machine it’s generally better to just throw in a super instead.
Master Huang has an infinite on anyone that can be delaunched. It’s another meter building infinite:
… ( c.C(1) c.D 6C 214K 236K 236B+C, crossup j.C, c.C(1) c.D 63214A, 66 )*n
To do it, you must have them facing into the corner. That’s very easy for Huang to do though because he has a very strong loop with his A command grab:
c.C(1) c.D 63214A, 66 c.C(1) c.D <pause> 63214A, 66 …
The idea is that if you delay doing the command grab long enough, the pushback causes it to not crossup and it hits from behind again. I think you can’t loop this in the corner because the pushback isn’t strong enough, but I might be wrong about that.
Aside from real infinites, Snake and Monkey Boy have 100% loops that require about 3 stock to do. Snake’s is:
… 214B+C, f.D, 66 f.D, 66 c.D 3C (6A) 623C(2) 214B+C …
Monkey Boy’s seems somewhat character specific but here is an example:
… 6A 623P 214P 214B+C, 66 C 6A 214B, 66 C 6A 214B, 66 C 6D 623P 214P 214B+C…
Emulation wise, FBA is mostly accurate except for the sound (which randomly modulates wildly in FBA), and the music. On the cart, the music normally plays much slower, and speeds up nearing the end of a round. Personally I think it sounds better playing at full speed the whole time. :S
There are some subtle issues with MAME’s emulation, aside from the random crashes and such. The way damage and meter gain is calculated is slightly off. Moves that may give +0 meter gain in FBA will give some meter gain in MAME. Don’t really know why, might be some sort of rounding error in one of the emulators.
Someone mentioned this earlier but it’s worth a note: There are at least 2 different versions of the game. The original version is not dumped at all as far as I know, it’s version numbers are v102/v101/v10?. The last number is the region, as far as I know. The newer version (the one emulated) is v104/v102/v10?. There are quite a few differences between these versions, but the biggest is that everything does way less damage in the newer version.
If you own a cart of the game and are stuck with the older version, you should be able to to write a few replacement EPROMs (model M27C322) and replace the u9/u10 roms in your cart. They’re socketed so it’s really easy to do.
Last thing, I whipped together a small guide for the game. It has moves lists (since the one on Gamefaqs is missing moves and some are listed wrong) and some fairly extensive combos for everyone. It’s certainly far from finished, but here it is:
http://www.dragoninstall.com/junk/Martial%20Masters.txt
PS- Not trying to be negative on this game at all. I love the game and think it’s a ton of fun.
i’ll check out the vids later on ? available in GGPO ?
Nope
good stuff, appreciate it.
played this game when i was in hawaii for vacation theres one in a arcade in downtown kona never seen it before but decide to try it was fun hahaha didnt know it had a following
Just started playing this game. Its really fun so far!
Hi keits
Myself Maria.and i played this game.this is fantastic pretty game.
Thanks.
Crane seems like she might actually have a third infinite. It only works deep in the corner, and only against Reika reliably (will work on Huang and Scorpion as well but randomly fails for some reason I don’t understand). Getting any reps is extremely hard, probably boils down to 1F links every time. Input is:
5A 6A(1) 623B, 5A 6A(1) 623B … etc
Reason it works is because for some reason, her 623B won’t cross up and thus you can get a combo off it as though you did it from behind. I’ll see if I can get a video of it at some point, but it’s so hard it pretty much needs to be tool assisted.
Some more interesting stuff. The game uses a hit attribute system almost identical to BlazBlue. All moves will hit air/head/body/foot/throw, and moves can likewise have invincibility in those same areas. Some odd examples are Monks 6C which has air/head guard point, and Snake’s 63214K which has foot invincibility, and is actually not a throw but is an unblockable body strike.
Other odd stuff on that note, is that backrolls aren’t head, air or throw invulnerable. And neither Dragon Punches nor Jumps are throw invulnerable on startup. :I
Something else interesting is that 214B+C shadow attacks have the special properties of always being able to connect, and giving you additional juggle hits in a combo. What’s more odd is that some of them will reset juggle hits even when they are not hitting. Saojin’s is a very good example of this, as it can lead to a 100% combo with only a few stocks. A one rep example is here: [media=youtube]8dVlZNYC5z8[/media]
This trick seems to help Saojin, Tiger, and Lotus Master the most, but a few other characters can make use of it as well (Monk and Huang).
And since I’ve seen no discussion of character balance in the game at all, I made up a makeshift tier list from the experience I’ve had with the game. I’m sure it’s not all that correct at all, so I hope anyone else with some solid game time will chime in on their opinions:
S+ Crane
S Reika, Snake, Monkey Boy, Huang, SaoJin
A+ Monk, Tiger
A Lotus, Scorpion
B Ghost Kick, Drunken
Here’s a brief breakdown of why:
S+ Tier
Crane
Pros: Has two practical infinites. Has fast ground and air projectiles and a good DP. Has unblockable setups for big damage. Both supers are very good. 214B+C Shadow attack is amazingly broken.
Cons: Weak high/low game, not that she needs one. Mostly short normals. Can chew through meter fast. Needs meter to be effective.
S Tier
Reika
Pros: Very good projectiles. Super good DP that leads to huge damage and is difficult to punish with anything strong. Frame advantage on many moves. Strong combos off anything. Lots and lots of combos and moves simply won’t connect on her.
Cons: Weak high/low game. No infinites. :S
Snake
Pros: Good pokes. Strong throw game and unblockable setups. Strong frame advantage on many moves. An okay DP and 63214P is an invincible ground attack. Very very good supers and shadow attacks. Easy 100% loops with ~3 stocks.
Cons: Nothing?
Monkey Boy
Pros: Extremely good projectiles. Possible to get random huge damage off Watermelons. Very good supers and shadow attacks. Easy 100% loops with ~3 super stocks. Good throw setups/combos.
Cons: Mediocre DP with short horizontal range. Will have trouble with people who can beat his projectile game.
Huang
Pros: Shittons of damage off everything. Very tricky high/low/throw game. Huge loops. Can infinite half the cast from anywhere. Dive kick gives him good air control and crossups. Very good shadow attacks.
Cons: No true reversal attacks?
Saojin
Pros: Builds a lot of meter. 214B+C Shadow Attack is great for pressure, escape, anything. Both supers are decent. Easy combos. 214P is a high damage poke. 100% loop for cheap off anything. 2A+B can crossup. DP isn’t foot invincible, but it doesn’t leave the ground so it can be canceled to 214B+C on block.
Cons: Nothing off throw. DP only has very short invincibility and is not invincible on the foot.
A+ Tier
Monk
Pros: Scary strong high/low mixups. Strong throws. Huge pokes. Very good projectiles. Good shadow attacks. Pound the Ground to punish anything at a distance. Most life of any character.
Cons: Big target.
Tiger
Pros: Strong damage. Tackle gives +0 on block. Some big pokes. Difficult infinite but sets up from almost anything. Tricky 214B+C. Decent damage from command throw. 63214K->236P great for trades or passing through projectiles.
Cons: Big pokes are laggy. Big target. Tons of character specific stuff on him. 236236P super easy to do by accident and is very slow.
A Tier
Lotus Master
Pros: Unblockable setups! Some very large pokes. Decent projectiles. Jumping throw. Good supers. Good air normals. 214B+C is very good. 421P gives big frame advantage.
Cons: Big target. No free DP. Works hard for damage. Chews through meter fast. Projectiles have long recovery and many characters have easy ways around them.
Scorpion
Pros: Very strong high/low mixup. Solid damage off throws. Frame advantage. Good mobility.
Cons: Mediocre shadow attacks. Mediocre damage output in general.
B Tier
Drunken Master
Pros: Strong counter moves. Very strong supers. Roll will beat a lot of things and sets up for damage. Good command throw that can be OSed.
Cons: Infinite is unreliable. No free DP. Bad 214B+C.
Ghost Kick
Pros: Lots of solid moves. Very good AA. Big ass 6D poke. j.C is a huge crossup.
Cons: Weak High/Low game. DPs aren’t fully invincible. 214P is worthless.
Long story short is that nobody seems unusably bad (Lotus is still pretty decent) but there’s a lot of really broken stuff in the game.
Anyway, because I was bored and interested to see what could be done, I developed a balance patch for the game that removes all of the practical infinites and greatly tones down all of the 100% loops, as well as a few other minor things. It’s far from finished but if you are interested in dicking around with it, you can grab it here: http://www.dragoninstall.com/junk/MartialMasters_Patch_vC_Beta5.rar
You balance patched this yourself?!
Thats really impressive. Im definitely going to look into that.
play it my local arcade back then . nice game
agree with your tier list gwyrgyn blood
for drunken infinite it’s really character specific for the timing it’s even possible on reika but really hard.