Dream Cancel Forum

News:

New to the forums? Introduce yourself HERE!

Mr. Karate

Started by nilcam, December 06, 2011, 06:51:19 AM

Previous topic - Next topic

Blake/White

#105
Just saw this combo in a match vid.

Midscreen, 3 stock, 50% Drive:

crossup j. ;d, st. ;c,  ;fd ;b,  ;dn ;df ;fd ;c ;fd ;fd,  ;fd ;dn ;df ;a ;c, j. ;bk ;db ;dn ;df ;fd ;d, land, j. ;bk ;db ;dn ;df ;fd ;b, land, j. ;bk ;db ;dn ;df ;fd ;b,  ;dn ;df ;fd ;df ;dn ;db ;bk ;a ;c

695 dmg.

EDIT: Now with video.
KOF XIII - Mr. Karate combo

Sir Octopus (Saiki)


DCLam

I’m not sure if I'm just seeing things or what but I notice when watching pro vids of karate players, they are able to cancel their sweep into a hyper jump/hyper empty jump to get closer to the opponent that got knocked down by the sweep, in other words shorten the recovery time when doing a sweep and follow up with a hyper jump/hyper empty jump. How is this done? Every time I try to jump right after sweeping someone it feels like there’s a delay or something, the same problem goes for when resetting an opponent as well

selfReg

it's kind of funny that you're asking because I feel like we've already talked about this IRL, but yeah Karate can hyper jump cancel most of his normals, only on hit though. If I wanna go for the sweep cancel or for the corner reset I just confirm the hit and go straight to db/d/df -> u. For the sweep cancel it's really easy since you're already buffering d from the sweep. I've shown you the cl.C -> flying kick thing and that's not only good practice but good tech. In the corner, resetting into cl.C -> D flying kick is really good for pressure.
KOFXIII: N-Robert, Ryo, R2 Takuma


Sir Octopus (Saiki)

He can cancel his normals into hyper jump, only his normals that can be super or special canceled, this rules out cl.D and s.D, everything else will work (not, not his command normals f.A and f.B)

Thing, in order to cancel into a HJ, you don cancel in the active frames like you would from a cl.C into qcf.A or anything like a normal combo speed. instead, you cancel in the recovery frames, or, just after the active frames are over, when you feel you lost the window where you can cancel into a special or command normal, that is the ideal window for the HJ.

marchefelix


mechanica

^Wowwww! Nasty. I love it.

GuttsCL posted a cool video with some stuff including dp brake, hyperhop C, j.D that gets them to do the backwards blocking  double crossup nonsense.
http://www.youtube.com/pantailamon
(check out the safejump playlist!)

mechanica

http://www.twitch.tv/seattlefootclan/b/419325914

Just some casuals with a few friends/newer players and myself. Trying to learn Mr. $5. First time playing him against humans. It starts pretty sloppy and as I warm up gets a little better. Nothing ground breaking but hey these forums need activity. :)
http://www.youtube.com/pantailamon
(check out the safejump playlist!)

marchefelix


Malik

"I used to be a christian then I met anime.. now i practice witchcraft and dark magics."
-Anony on Sankaku

Malik

"I used to be a christian then I met anime.. now i practice witchcraft and dark magics."
-Anony on Sankaku

hieroyo

Just started practicing Karate and I've found that I get a accidental kouken during his HD - qcf.A, dp.C (AB) accidental kouken. Is it because I'm pressing AB too quickly or do I need clean up my motions?

desmond_kof

Try holding AB and df when you do the dp.C.
"Do not place so much importance on winning. The fight itself has value."

hieroyo


marchefelix

I believe his one-frame link has been previously documented. Here's a combo using it:

https://m.youtube.com/watch?v=xOBHCYFGmw4

Apparently, his Haoh Shikouken is damn strong. 210 dmg makes it the strongest one-meter projectile. And on trade? 262 dmg! That's insane!

https://m.youtube.com/watch?v=4I7hNrQiJro