Dream Cancel Forum
King of Fighters XIII => Character Discussion => Mr. Karate => Topic started by: nilcam on December 06, 2011, 06:51:19 AM
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Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick
* = EX version possible
Throws
Ippon Seoi - ;bk / ;fd + ;c/ ;d
Command List
Seiken Sandan Tsuki - ;fd + ;a
Sokutou-geri - ;fd + ;b
Special Attacks
Ko'ou-ken - ;qcf + ;a / ;c *
∟ Step - ;fd ;fd after ;c ver Ko'ou-ken
Kohou - ;fd;dn;df + ;c *
∟ Break - A+B after first hit
Shorankyaku - ;hcb + ;b / ;d *
Hakyokujin - ;qcb + ;a / ;c *
Zanretsuken - ;fd ;bk ;fd + ;a / ;c *
Hi'en Shippukyaku = ;hcf + ;b / ;d (air only) *
Desperation Moves
Haoh Shikouken - ;fd ;hcf + ;a/ ;c
Ryuuko Ranbu - ;qcf ;hcb + ;a / ;c *
Kyokugen Kohou - ;qcf ;qcf + ;b / ;d
Neomax
Kishin Sanga Geki - ;qcb ;hcf + ;a ;c
EX Mr. Karate's wiki entry (http://dreamcancel.com/wiki/index.php?title=Mr._Karate_(XIII)).
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Juicy Bits - KOF13 Character Basics: Mr. Karate (http://www.youtube.com/watch?v=8eakowwc7U0#ws)
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Reserved
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Post has been updated 2 times. Make sure to Take note of them!
Impressions from the Combo Video shown by Atlus:
The King of Fighters XIII: Mr. KARATE Console Combo Showcase (http://www.youtube.com/watch?v=bXNoBJctt4Q#ws)
He's quite the different character than normal Takuma, that's for sure. Especially with how fireball-spam online players make regular Takuma. I love how much Marco he has. We can tell from the combo vid that he appears to have 2 versions of air Hien Shippukyaku, one that aims downwards, the other that moves straight. The EX version appears to be 2 hits. This might make HienSK a good followup to jump-ins, much like how Hwa Jai or Yuri's hopping A into Divekick work now.
The Invisible Ko'ou ken was shown at a specific distance. Maybe he doesn't have a full screen variety, forcing him to fight at a mid-range distance to use his projectiles? The EX Version seemed to have a LONG startup, and seems made for juggles, but not for projectile wars. The specific ability to move in after the HP version seems to suggest that his projectile is more for self-movement pressure, rather than keep-away.
His Counter has no built-in attack afterwards, it seems. This is probably to help him work with his lack of projectile-deadening options VS normal Takuma. If it's like Marco, one strength is for high attacks, the other is for low ones.
His Zanretsuken is the old AoF "raising" type, rather than new Takuma's "stick and crumple" variation. Looks like it potentially leads to a free followup at midscreen, one that's probably heavily scaled.
He has a new command normal that we didn't see used in any of these combos, apparently a 3 hit multi punch (sounds like Marco again, as he had a f+C multi hit punch too.)
Also... did we see him link Stand D into Stand C to HD start and continue? That's pretty cool. That would give him 2 standing hard normals into Command normal into special for a BnB after jump-ins? Or maybe it functions like a chain combo, of the normals would leave them too far away for too many followups? Hmmm..
I hope his Kohou break is as easy as Andy's is in this game, and not strict like Marcos. This, plus the aerial HienSK, should give him nice, meterless mid-screen options.
Ahhh, and the return of Shorankyaku! Can he drive cancel this like many other grapples gained on home console? Are the EX or Weak kick versions Instant command grabs? Can he combo into it? I'm very much looking forward to seeing what kind of utility he gets out of this.
His Ranbu seems to start up slower than normal Takuma's. So probably not as good a reversal, forcing you to use counters and DP more, perhaps? The EX version seems to do very generous damage though.
His new DP DM is probably his powered reversal of choice. Current Takuma SERIOUSLY lacks in normal AAs, this Karate has plenty. 2 levels of grounded hits will make it pretty easy to cancel too, which will be helpful.
And lastly, his Neomax. It seems to get scaled pretty badly by preceeding hits, but seems to have decent utility. Current Takuma gets a very expensive, but extremly powerful Anti-air with his, This Takuma gets an easy way to tack damage onto his combos from just about anywhere he sets you up into. While it might lack in character animation, the Chi (Shouldn't really be... actual Fire, right? Just energy) Does take on an exaggerated zoom of the sprites animation, and acts out the whole "Upward arm of destruction, Downward strike of fury!" motion he goes through, which is actually more than I expected. It's actually quite cool. Better than the 2 frame "In energy" image I thought was shown in the leaked preview.
While I like the other 2 DLC guys, this is the one who I actually might make a real team for. He's like a fan-letter to the various representations of Kyokugen over the years, all rolled into 1 character. Looking forward to using him!
Anyone else notice anything about him, or have any thoughts on how he'll work?
UPDATE: Dandy J dropped some knowledge on Karate on Neogaf:
some things about mr karate -
- his D not only allows him to link stuff (takumas can be linked from too but its tighter), but its a bit faster. this move is a good anti air actually so thats a nice property.
- jab dp (and ex) are invincible, C is not, and C is the only version that is brakeable. it is easy to brake but still very punishable on block when braked.
- his level 2 being the ranbu is really useful, just for combos and utility in general. its invicnble as youd expect. does 367 damage iirc. empty cancel qcf+P into this is pretty nice, if it hits ground or air the super hits but doesnt cancel on whiff of course.
- never tested the safety on tk air kicks. the D dive one is definitely punishable if not spaced. havent checked to see if you can do them from a backdash, sorry.
- all his ground normals (excluding command normals) are jump cancelable on hit (not block). this leads to starters like close c xx jump ~ tk flying kicks etc. pretty wacky.
- the ex running knee grab thing makes him disappear near the middle of the running animation, granting some invincibility and also tracks/travels full screen. it can even turn around if the opponent switches sides before he reappears (lol). neither version can be drive canceled into air flying kicks from what ive tested.
- the counter is pretty good. i forget if you even have to choose the height, you might not have to. basically you go into the pose, and if something makes contact (even a projectile), youll go into a short uncancelable invincible dash. after the dash there is no recovery, you can block or perform any action. so the opponent would be able to possibly have meaty move out but you can still block or even dp/super through it. i forget what ex counter does it might crumple?
- ex qcf+P is instant guard break. another one i havent tested much but i think there is nothing guaranteed normally, but you should be able to super cancel on block for a guaranteed super.
overall he is a really fun character
This is pretty interesting!
Update 2:
First off, SNKP Uploaded a new Video showing off his moves. This shows the EX version of a few of them, and gets into more detail on his air Hienshippukyaku.
Mr.カラテ技紹介 (http://www.youtube.com/watch?v=eVTF5K99mWg#ws)
Next, Dandy J added more notes to his Karate info from the other day:
some more mr karate stuff -
- none of his flying kicks are really safe. if you space them, you can probably avoid being punished, but off tk at any height, off backdash, etc, they are always significant disadvantage, and if you are anywhere in close C range you are getting punished for sure.
- counter doesnt work vs low moves, A and C version seem the same. ex also doesnt work vs lows. for ex he does the marco upward parry motion thing from garou and it crumples.
- his far c is whiff cancelable, while takumas is not, very useful. qcf+p also gains meter on whiff
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コンボ動画『Mr.カラテ』 (http://www.youtube.com/watch?v=OKRfERwS45A#ws)
This is a combo video showing that Mr. Karate is one scary, painful SOB.
『Mr.カラテ』紹介動画 (http://www.youtube.com/watch?v=eYtA30VEjqQ#ws)
Here's a video showing off his move properties...and it shows that his NeoMax is a LOT faster than it fucking looks.
『Mr.カラテ』対戦動画 (http://www.youtube.com/watch?v=y8WFE0kqMN0#ws)
And here's a video of Mr. Karate just beating the shit out of his children and himself at the end.
What have we learned from these videos? He hurts, he has really douchey crossup setups...and DON'T THROW A FIREBALL AT HIM, EVER. You will regret it because either A) He used a normal counter and now he's in your grill for free which means pain for you, B) He used his EX counter which means you just got chopped the fuck out of from somewhere in the sky...and he's in your grill, or C) he used EX Ranbu, which means you're really hurting, and if you're in the corner, he still has Oki on you.
DON'T THROW A FB AT HIM, DON'T DO IT, you will regret it.
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You guys know how much I hate fireball characters, so he's definitely going to be my first or second easily.
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You guys know how much I hate fireball characters, so he's definitely going to be my first or second easily.
He's also somewhat technical with TK's, jump cancels and the such...think you can handle that?
Anyway, release date if we didn't already know, January 10th, so two weeks.
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He honestly looks fairly easy to use. Not super easy, but I would say Takuma is a much more technical character (perhaps the most technical in 13) due to his tight Grab links into Charge Kick.
Mr. Karate all but destroys fireball zoning.
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January 10 is my birthday! =D
(Sucks I don´t have the game... :()
A question: On some of the vids featuring him I have seen that his air Hien works like a dive kick sometimes and other times he travels straight. How do you make him do that?
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January 10 is my birthday! =D
(Sucks I don´t have the game... :()
A question: On some of the vids featuring him I have seen that his air Hien works like a dive kick sometimes and other times he travels straight. How do you make him do that?
Probably the same way Hwa Jai does it. B for Dive Kick, D for straight ahead.
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Forgot to mention this. Although Robert is cracking jokes all throughout the moves vid, on the koho > NM section:
Ryo - you can use weak koho early to put the opponent in a juggleable state and follow up with the NeoMax as they fall
Robert - what the!? That's like a shoryu~metsu..
Ryo - what the heck is a shoryu~metsu?
Robert - Err...maybe best not to get into that...
lol - nice one SNK :)
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He honestly looks fairly easy to use. Not super easy, but I would say Takuma is a much more technical character (perhaps the most technical in 13) due to his tight Grab links into Charge Kick.
Chin and Ash spits on you.
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He honestly looks fairly easy to use. Not super easy, but I would say Takuma is a much more technical character (perhaps the most technical in 13) due to his tight Grab links into Charge Kick.
Chin and Ash spits on you.
Have to say Anchor Ash. Have to be specific.
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January 10 is my birthday! =D
(Sucks I don´t have the game... :()
A question: On some of the vids featuring him I have seen that his air Hien works like a dive kick sometimes and other times he travels straight. How do you make him do that?
Probably the same way Hwa Jai does it. B for Dive Kick, D for straight ahead.
I thought B was one kick, D was two kicks...
Guess we'll find out on MY BIRTHDAY! =P
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Hey, it was guessing...I don't wanna diagnose Mr. Karate.
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DL'd Mr. Karate awhile ago he is definitely easier to use than Takuma BUT he ain't the easiest character to use. IMHO his DP>Brake is ALOT easier than Andy Brake (may accidentally trigger EX Kuuhadan) anyway I still like using Takuma. But Mr. Karate makes a good secondary.
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Is it just me or is he not available on the North American PSN yet? I woke up this morning all excited that he'd been released, went to download him, but there's no sign of him in the store :(.
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Not super hard combo in the corner :
540 for 50% drive and 1 stock
J. ;c, ;c, ;fd+ ;a, DP+ ;c, [break] DP+ ;a, DP+ ;a [DC] hcf+ ;b, qcf, hcb+ ;a
Notes : you can try to cancel the ;fd+ ;a a bit quicker to avoid it whiffing the last hit if you didnt touch them the closest possible, and you have to drive cancel when you're high after the DP or it'll whiff
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FML only 360 gets him today? I have to wait until the 12th? Booo!
At least, that's what I think this Japanese means...
【XBOX360】
配信予定日:1月10日
価格 :400マイクロソフトポイント
【PS3】
配信予定日:1月12日
価格 :500円
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Favorite random Meter-burning stupidity: After a Kohou-break, you can loop tiger-knee'd EX HSK. Followup with whatever, excellent corner carry.
He can jump-cancel standing weak kick into weak HSK for a combo, and this can be drive cancelled into his EX HSK for the crazy carry again.
Hop back weak HSK is also a great punish for predicted DPs and the like.
New command normal easily can be combo'd into off lights, and is one of few things that leaves an enemy in enough hitstun to land a strong Ko'ou -> Dash. It also is one of few things that combos after the full 3 hits, rather than just cancelling after 2 like Kohou-break. After the dash-in, you can continue to follow up for reset of a weak Kohou in corner.
Already really liking this guy. He has tricks for all levels of opponents, nice depth, a fresh take on things, and he's kinda like Kushnood! Just great all around!
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I really like Mr.Karate. You can Jump cancel ST.B only on hit as well as cr.D (good mixups afterwards for those who tech up). I kind of wish it was on it block as well because, that would make for some nasty cross over/over head 50/50 setups. Though, if you're willing to sacrifice a j.D - St.B hit confirm for more mind games/more damage then go for it. St.B on hit confirm can be canceled into Neo Max or, for more damage J.D -> (HIT CONFIRM) ST.B -> 6C -> Neo Max = 314 total damage. Without the J.D hit confirm the damage scales up to 333.
He can Link St.D (close) into ST.B. which makes a nice block string. Most people won't realize this due to the long recovery animation of his standing B and, try to attack. If the timing is done successfully and, your opponent tries to attack after st.D they'll eat the ST.B.
Hitting Lk+LP after strong DP can cause his DP to have less recovery (Not sure if I said that right)? It makes so that on hit you can follow up with other attacks on hit (light DP/supers/Neo max/etc..). His QCF+ ;b can be dash cancelled as well on hit/block.
He can jump-cancel standing weak kick into weak HSK for a combo, and this can be drive cancelled into his EX HSK for the crazy carry again.
Would have never known that if it wasn't for you lol. thnx. I already have some corner resets in mind now lol.
(SAB CA Edit- Just merging the 2 post, lol. And glad to have helped!)
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FML only 360 gets him today? I have to wait until the 12th? Booo!
At least, that's what I think this Japanese means...
【XBOX360】
配信予定日:1月10日
価格 :400マイクロソフトポイント
【PS3】
配信予定日:1月12日
価格 :500円
no psn is supposed to get him today psn usually updates at 6-7 pm est. though so wait for 3-4 more hours.
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Yeah, the sky isn't falling after all. Just downloaded him. I'm not used to waiting for PSN updates, so I just expected it to unlock at midnight like with Steam :P.
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st.C, f+B, qcf+C, [DC] dp+C [AB brake], qcf, hcb+AC does about 530 damage
Add a jump-in for extra damage.
Also, the EX Kohou on crumble is a free super.
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I've still got another day to go for jpn psn (dunno why this is always the case).
Wait makes ANGRY!
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When in HD mode I keep accidentally doing qcf+C [HDC] dp+C [HDC] qcf+A instead of braking the DP. I know that my best solution is just to learn to do it cleaner, but I felt like whining.
I'm knee-deep in maining Takuma so this is kind of just a first run trial, but this is probably the first time the "no alter-egos on the same team" rule is causing some internal conflict for me.
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i bought him this morning.. when are u supposed to cancel the srkA version into the "air spinning kick"? srkC easy but srkA? Oo
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Really late. Like REALLY late, like on the edge of either you connecting, or no DC happening at all.
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I've been messing around with him, but he doesn't seem as broken as he looked. He's definitely very strong, I want to see what tech people come up with.
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Really late. Like REALLY late, like on the edge of either you connecting, or no DC happening at all.
lol ok gonna try some more this afternoon ^^
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st.C, f+B, qcf+C, [DC] dp+C [AB brake], qcf, hcb+AC does about 530 damage
Add a jump-in for extra damage.
Also, the EX Kohou on crumble is a free super.
st.C, f.B xx QCF+P [DC] DP+C xx AB, TK HCF+B, QCFHCB+AC
566, with a j.D, hits 600.
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st.C, f+B, qcf+C, [DC] dp+C [AB brake], qcf, hcb+AC does about 530 damage
Add a jump-in for extra damage.
Also, the EX Kohou on crumble is a free super.
st.C, f.B xx QCF+P [DC] DP+C xx AB, TK HCF+B, QCFHCB+AC
566, with a j.D, hits 600.
Hm, that's pretty good. Could you try replacing f+A for f+B in the corner? The extra 3 percent is pretty good too.
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Just got Mr. Karate... Been playing him all day... This guy is HARD to play (if you always wanna do his TK HienSK combos)... Definitely harder than Takuma... His overall damage output is lower than Takuma but he has more tools... Way more tools (minus the grab which is very important for Takuma)...
Anyways a few combos that I think are worth mentioning... All of them based on consistency...
Mid-Screen -
0 Meter + 0 Drive
- j.D/cr.B, s.B, f+A *2 hits*, dp+C~A+B, TK hcf+B, dp+A = 288 dmg
- j.D/cr.B, cr.B, s.B, f+A *2 hits*, dp+C~A+B, hyper hop D = 268 dmg (Reset + Easier hit confirm)
1 Meter + 0 Drive
- j.D/cr.B, s.B, f+A *2 hits*, dp+C~A+B, TK hcf+B, qcf~hcb+A = 439 dmg
- j.D/cr.B, cr.B, s.B, f+A *2 hits*, dp+C~A+B, qcf~hcb+A = 414 dmg (Easier hit confirm)
1 Meter + 1 Drive
- j.D, s.C, qcf+A, DC, dp+C~A+B, TK hcf+B, qcf~hcb+A = 486 dmg ("DC" Can be option selected)
2 Meter + 0 Drive
- j.D/cr.B, s.B, f+A *2 hits*, dp+C~A+B, TK hcf+B, qcf~hcb+AC = 529 dmg
- j.D/cr.B, cr.B, s.B, f+A *2 hits*, dp+C~A+B, qcf~hcb+AC = 504 dmg (Easier hit confirm)
2 Meter + 1 Drive
- j.D, s.C, qcf+A, DC, dp+C~A+B, TK hcf+B, qcf~hcb+AC = 583 dmg ("DC" Can be option selected)
Corner -
0 Meter + 0 Drive
- j.D, s.C, f+B, dp+C~A+B, qcf+A, dp+A = 323 dmg
0 Meter + 1 Drive
- j.D, s.C, f+B, dp+C~A+B, qcf+A, dp+A, DC, TK hcf+B, qcf+A, dp+A = 440 dmg
1 Meter + 0 Drive
- j.D, s.C, f+B, dp+C~A+B, qcf+A, qcf~hcb+A = 477 dmg
1 Meter + 1 Drive
- j.D, s.C, f+B, dp+C~A+B, qcf+A, dp+A, DC, TK hcf+B, qcf+A, qcf~hcb+A = 582 dmg
2 Meter + 0 Drive
- j.D, s.C, f+B, dp+C~A+B, qcf+A, qcf~hcb+AC = 574 dmg
2 Meter + 1 Drive
- j.D, s.C, f+B, dp+C~A+B, qcf+A, dp+A, DC, TK hcf+B, qcf+A, qcf~hcb+AC = 658 dmg
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Solid information t3h mAsTarOth, thanks for posting. Check your PMs.
Edit: Can you explain what you meant by "option selecting" DCs? Is it just that, on block, the DC won't come out because they only work in the event of a hit, and that the string is otherwise relatively safe?
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I came up with (j.D) st.C, f+A, qcf+C[dash], dp+A,[DC], air hcf+B, f_b_f+A, [DC] dp+a, dp+a, qcf~hcb+AC = 606 Dmg
2 drive bars , 2 meter
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Thanks Mastaroth. Trying to get used to him. Linking the C SRK Break into Back Dash Tatsu into whatever is HARD. Holy shit.
I like his pressure game though. His regular counters seem kinda' meh and I don't think any of them counter low, at least when I tried it against the CPU and the window to hit them is pretty small. EX Counter even counters Supers and if they hit high they go into a crumple state like EX Fireball.
EX Fireball seems pretty worthless. Hits only midscreen and SLOW as hell.
Is it practical to combo into the Hundred Hand Slaps/Zanretuken? It's HARD to DC after it and with damage scaling it doesn't seem worth it.
Also: How do you break C SRK during Hyper Drive and combo after it? Because whenever I try to break it I just get regular fireball or sometimes EX.
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Linking the C SRK Break into Back Dash Tatsu into whatever is HARD. Holy shit.
Why would you want to do this? You can do dp+C~A+B, TK Tatsu. No need to back dash. Just input the Tatsu as 412369+B and it will connect every time. The window is tight, but I got it down in about five minutes. Make sure you really hit the u/f corner on the input before hitting B, otherwise you'll get standing Bs all day. It even feels like you can somewhat buffer this.
EX Fireball seems pretty worthless. Hits only midscreen and SLOW as hell.
It's an automatic Guard Crush on block though, I think that's the true use. Even as I say this, I'm imagining reset situations where you time it so they either have to eat the move, or take the guard crush into an even bigger combo.
Is it practical to combo into the Hundred Hand Slaps/Zanretuken? It's HARD to DC after it and with damage scaling it doesn't seem worth it.
I don't know about the damage scaling, but rather than DC it, you can link a dp+A in the corner. Midscreen I'm not convinced of the uses.
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EX Fireball is for Frame Traps. It's a free crumple on anyone on the ground, blocking it won't do crap. Makes the opponent a lot more frightened on the ground.
As for Braking DP in HD, you have to do it late, like if you were confirming the hit, and then Braking.
Though honestly, considering the damage he does outside of HD, I don't think he needs to go into HD all too much. Like yeah, 1 on 1, get the finish, but if you need to run it back, I don't see the need. He does hella damage with only one Drive as long as you got decent meter.
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Yeah I figured it out. C SRK and don't break it and do his tatsu. Pretty simple. I thought you meant you had to break it in order to combo into the Tatsu. Amazing damage and reset potential there.
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Think I've found a bug with karate - thankfully nothing that affects gameplay at all (and is negligible as can be), but thought I would mention it anyhow. Played versus using stock color 1 against cpu which was set to random. A couple of times, got mirror matched with karate who was identically stock color 1.
Thankfully you can't force this from the selection screen at all.
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I think I've figured out the "dive kick" mystery:
He only dives when the move is performed very close to the ground.
I could be wrong, though...
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...His Dive Kick is HCF+D in the air.
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So...
That move doesn't go by the ;b = one kick, ;d = two kicks rule that Takuma's version does?
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Technically it does. B version has one kick and D does 2. It just happens the D version also goes down on an angle like a dive kick.
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Im stuck at trial 7. i find it really hard to do f+b, qcf+C. I keep getting the fireball super. anyways thats the least of my problems though. I have absolutely no idea how im going to DC dp+A into qcf+AC. normally like with kyo , to DC his dp+A into up kicks , I just do dp+A~D then it works. Now with Mr karate those tricks DO NOT want to work anymore. If anyone has a shortcut on how to do it , please share.
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As far as I know, there is no short cut. Gotta do it the REAL honest way (it's things like these trials that make me hate honesty). Perfect DP Motion into a QCF.
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NOOOO snk , why !!!
Meh , back to takuma then.
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Really, you're gonna drop Mr. Karate for a Drive Cancel you'd never actually use in a real match? Meh, whatever floats your boat.
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lol thats what i thought as well then I started playing arcade mode and attempting it there. Its still iffy but its coming along. im working on trying to stop relying on st C, f+B to start it and im trying to focus more on hit confirm cr B, cr B, st B, HD mode combo. that and keeping hop pressure are my 2 primary focus now.
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Actually, I was wrong, there is a "Shortcut" to that DC. Just TK the QCF, you'll have it every time.
Also, you know you can confirm off of f.A into HD really easy so anything that leads into it should make it child's play.
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Yeah I figured it out. C SRK and don't break it and do his tatsu. Pretty simple. I thought you meant you had to break it in order to combo into the Tatsu. Amazing damage and reset potential there.
no he actually means breaking it then TK-ing the hcf+B... dp+C~A+B... then you buffer hcf~u/f during the recovery and press B...
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Actually, I was wrong, there is a "Shortcut" to that DC. Just TK the QCF, you'll have it every time.
Also, you know you can confirm off of f.A into HD really easy so anything that leads into it should make it child's play.
thanks Saitsuofleaves , that info helped overcome that obstacle. Now im stuck at the next trial lol. in normal mode i can do dp+C~AB np. as soon as I go into HD mode instead of getting the feint AB It does a shortcut qcf+A. Im pressing the same 2 buttons I press in normal mode only this time im in HD mode , so why is SNK doing this to me again?
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More input leniency in HD mode. Just wait a bit longer before braking. Almost as if you were confirming that the DP hit, THEN Braking.
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Practical corner combo I cooked up:
(Corner) j.CD (counter hit), qcf+C~f,f, qcf+A*, dp+A DC air hcf+B, qcf+A, qcf~hcb+A(+C)
560 for the level one. 650 if you EX the final super. I often get counterhit j.CD against opponents eager to get out of the corner.
* = If you don't want to get qcf+C~f,f, f~hcf+P (which you will get, and which will not juggle) you need to delay slightly between the dash cancel and the qcf+A. That's what worked for me, anyway. This combo really punishes opponents trying to stick out moves or jump out of the corner.
Oh, was also experimenting with resets into EX qcf+P. The only way to combo after this crushes guard is to spend 50% Dream and Super Cancel it into qcf~hcb+P. You could do other supers, but this is the best damage. Remember: you can only DC a special on a hit, which the guard crush does not count as (though it does do 16 damage which I assume is chip). I've got a few resets down, but they're not very meter efficient (2 stocks and 50% DC), and I will probably use them more to troll/style on people than actually boost damage.
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KOF XIII KCE公開動画 その351 基本解説講座 (Mr.Karate) (http://www.youtube.com/watch?v=sd7J3K7EqPQ#)
A KCE basic introduction vid that just came out on Mr Karate.
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Practical corner combo I cooked up:
(Corner) j.CD (counter hit), qcf+C~f,f, qcf+A*, dp+A DC air hcf+B, qcf+A, qcf~hcb+A(+C)
560 for the level one. 650 if you EX the final super. I often get counterhit j.CD against opponents eager to get out of the corner.
* = If you don't want to get qcf+C~f,f, f~hcf+P (which you will get, and which will not juggle) you need to delay slightly between the dash cancel and the qcf+A. That's what worked for me, anyway. This combo really punishes opponents trying to stick out moves or jump out of the corner.
Oh, was also experimenting with resets into EX qcf+P. The only way to combo after this crushes guard is to spend 50% Dream and Super Cancel it into qcf~hcb+P. You could do other supers, but this is the best damage. Remember: you can only DC a special on a hit, which the guard crush does not count as (though it does do 16 damage which I assume is chip). I've got a few resets down, but they're not very meter efficient (2 stocks and 50% DC), and I will probably use them more to troll/style on people than actually boost damage.
That move is really worthless... Rolls are frame 1 invincible... People can just roll it every time and punish him...
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Solid information t3h mAsTarOth, thanks for posting. Check your PMs.
Edit: Can you explain what you meant by "option selecting" DCs? Is it just that, on block, the DC won't come out because they only work in the event of a hit, and that the string is otherwise relatively safe?
Ya i meant exactly what you guessed... I also like your corner counter hit j.C+D combo... I personally leave out the qcf+A just to make the combo more consistent... Mid-screen I would usually just go with qcf+C~ff, A ranbu DM or just just the DM...
Btw found a cool way to anti-air with him... dp+AC is completely invincible and starts up as fast or faster than dp+A... So on incoming jumping opponents you can do dp+AC and DC the second hit with air hcf+B... Upon landing you can do dp+A or A ranbu DM... Will work every time as long as you get both hits of dp+AC to connect which will also happen every time cause you'll never trade... lol...
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DP+A is quicker than DP+AC, I tested every move against Iori's safe jump after his level 1 super, DP+A and EX counter are Mr. Karate's quickest moves
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Been messing around with him all day and I came up with an interesting theory (theory because it's 2AM and I'm too tired to do the whole thing) HD combo.
100% drive 5 meter, needs corner before second dp A
s.D, s.C, BC, s.C, dp C (brake), dp A, [dp A, (HDC) hcf B, TK hcf BD, TK hcf B]x3, NEOMAX
if someone would like to try it out and tell me the damage I'd be grateful <3
I don't really know how many times you can actually do the loop with HD time left to do the neomax, so adjust it accordingly. It's possible that a second rep isn't even possible because the opponent would be too low.
EDIT: nvm this combo is novelty
j.C, s.C, f.B, BD, s.C, f.B, dp.C (brake) dp A, [dp A, (HDC) hcf B, TK hcf BD, TK hcf B]x3, qcf hcb AC = 891 dmg
Not worth the meter/drive
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here is some of what i came up with from the trials and the maniac combo from SNKPlaymore's video
KOFXIII Mr.Karate HD Combo (HDコンボ集) (http://www.youtube.com/watch?v=qMT1OzoPjVA#ws)
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I found 2 staple and reliable HD combos starting from a jump-in or a low by spending 2 meters... This works from full screen...
j.D, s.C, f+B, HD, s.C, f+B, [qcf+A, DC, dp+C~A+B, TK hcf+B] x4, Neomax = 854 dmg
cr.B, s.B, f+A *3 hits*, HD, s.C, f+B, [qcf+A, DC, dp+C~A+B, TK hcf+B] x4, Neomax = 739 dmg
If you are in the corner then you can just replace the TK hcf+B with qcf+A for the same damage and make the combo easier to do...
For a 1 meter HD combo He still gets amazing damage...
j.D, s.C, f+B, HD, s.C, [qcf+A, DC, dp+C~A+B, TK hcf+B] x5, qcf~hcb+A = 803 dmg
cr.B, s.B, f+A *3 hits*, HD, s.C, [qcf+A, DC, dp+C~A+B, TK hcf+B] x5, qcf~hcb+A = 687 dmg
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I found 2 staple and reliable HD combos starting from a jump-in or a low by spending 2 meters... This works from full screen...
j.D, s.C, f+B, HD, s.C, f+B, [qcf+A, DC, dp+C~A+B, TK hcf+B] x4, Neomax = 854 dmg
cr.B, s.B, f+A *3 hits*, HD, s.C, f+B, [qcf+A, DC, dp+C~A+B, TK hcf+B] x4, Neomax = 739 dmg
If you are in the corner then you can just replace the TK hcf+B with qcf+A for the same damage and make the combo easier to do...
For a 1 meter HD combo He still gets amazing damage...
j.D, s.C, f+B, HD, s.C, [qcf+A, DC, dp+C~A+B, TK hcf+B] x5, qcf~hcb+A = 803 dmg
cr.B, s.B, f+A *3 hits*, HD, s.C, [qcf+A, DC, dp+C~A+B, TK hcf+B] x5, qcf~hcb+A = 687 dmg
by "found" you mean looked up Challenge #8 lol
I've been messing around with enders for that HD combo.
For 2 bars after the final dp+C Break you do qcf+C ff into fbf+P into lvl 2 Ranbu for 881 dmg.
So the combos will look like this:
2 bars
j.;d s.;c ;fd ;b, HD, s. ;c [ ;dn ;df ;fd ;a DC ;fd ;dn ;df ;c~ ;a+ ;b, TK ;bk ;db ;dn ;df ;fd ;b]x4 ;dn ;df ;fd ;a DC, ;fd ;dn ;df ;c~ ;a+ ;b, ;dn ;df ;fd ;c, ;fd ;fd, ;fd ;bk ;fd ;a, ;dn ;df ;fd ;df ;dn ;db ;bk ;a+ ;c = 881 dmg
To add on to what Mastaroth was saying about using qcf+A instead of TK hcf+B is that you MUST use qcf+A when you are comboing an opponent from behind in the corner. This is because the TK hcf+B will cross under them and wiff.
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Oh i didn't bother doing his challenges... lol... Maybe i should...
And no the TK hcf+B won't whiff in or out of the corner if you time it properly... But i would always do qcf+A in the corner cause it's so much easier... Oh and i play on a pad so i really hate using f~b~f+A in the extended combo cause i randomly get dp+A... I don't wanna risk screwing up just for 30 extra damage... To extend the combo, you can just do (TK hcf+BD x1/2/3, TK hcf+B) after the last dp+C~A+B, qcf+A and finish with EX DM...
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Midscreen was never a problem. Doing it in the corner is odd cause you gotta do the TK hcf+B like 412367+B instead of the normal 412369+B. I know there is no point in learning that cause qcf+A is easier and does the same dmg but I just wanted to find out just cause lol.
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any one having problems with his 10th trial this video might help u, and also if u were looking for new finishing combo ideas
KOF XIII Mr.Karate HD Combo 2 (Mr.カラテHD発動コンボ集その2) (http://www.youtube.com/watch?v=Jha4A8DLJc8#ws)
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So far what would you guys say are this character's weaknesses? How safe/unsafe are his moves on block?
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his normals are all safe... qcf+C is punishable by somethings... but mostly safe... qcf+A is safe as far as i know... all the dive kicks are unsafe... obviously shoryus are unsafe...
just found out that he has auto-guard on his f~hcf+A/C... lol...
this is a sad find... but mr. karate's counters don't counter lows... this makes them only usable in situations...
his combo from his EX counter is pretty sweet...
EX counter, dp+C~A+B, TK hcf+B, dp+A or DM...
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^Thanks, yeah I was wondering about those dive kicks in particular.
just found out that he has auto-guard on his f~hcf+A/C... lol...
The fireball super? So like regular Takuma then.
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what are karate's best hit confirms for midscreen?
and what about hit confirms starting low for mid screen and corner?
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Id personally like to know what some of you think about his placement on teams (point, middle, or anchor). I've been reading around the people seem to like him on point or at 2nd because he doesnt require alot of meter to do damage off his BnB's. I perfer to play him anchor Because of the extra options he can have with meter. Just wondering about some other opinions.
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Actually, I was wrong, there is a "Shortcut" to that DC. Just TK the QCF, you'll have it every time.
Also, you know you can confirm off of f.A into HD really easy so anything that leads into it should make it child's play.
thanks Saitsuofleaves , that info helped overcome that obstacle. Now im stuck at the next trial lol. in normal mode i can do dp+C~AB np. as soon as I go into HD mode instead of getting the feint AB It does a shortcut qcf+A. Im pressing the same 2 buttons I press in normal mode only this time im in HD mode , so why is SNK doing this to me again?
i'll explain why your getting qcf+A. you don't have to delay the AB feint as Saitsuofleaves mentioned although you can, but there is an easier way.
in HD mode you have to watch extra inputs, i was having the same problem you had with qcf+a coming out instead of uppercut feint.
you are probably doing this input: ;dn ;df ;fd ;a, ;fd ;dn ;df ;c ;fd ;a ;b. that extra forward input is giving you qcf+a instead of ;a ;b.
i do it in one smooth motion like this ;dn ;df ;fd ;a ;dn ;df ;c, ;a ;b when you stop your input at down-forward you can go into ;a ;b and won't have to delay or hit confirm it.
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@bzerK: I'm running King/Mr. K/EX Kyo. EX Kyo is my anchor, as he's my best character. I've found that Mr. K works really well on point for me. He has a solid game and King needs meter more than he does.
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what are karate's best hit confirms for midscreen?
and what about hit confirms starting low for mid screen and corner?
If you are jumping in then do j.D, cr.B, s.B, f+A *2 hits* or j.D, s.B, f+A *2 hits*... If you are doing a low then do cr.B, cr.B, s.B, f+A *2 hits* or cr.B, s.B, f+A *2 hits*... If you are crossing up with j.D or just is standing next to them then do s.C, f+B...
Afterwards always cancel into dp+C~A+B on hit confirm... If blocked then you can just end or finish with qcf+A...
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@bzerK: I'm running King/Mr. K/EX Kyo. EX Kyo is my anchor, as he's my best character. I've found that Mr. K works really well on point for me. He has a solid game and King needs meter more than he does.
so... 1-> Karate, 2->King, 3-> EXKyo ??
Make sense, but I'd like to say imo, that karate is good at all positions, and of course EXKyo too!
Thats quite cool, causes you can toggle between them...
I've also keeped Karate (and ClassicKyo) to my team! :)
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what are karate's best hit confirms for midscreen?
and what about hit confirms starting low for mid screen and corner?
If you are jumping in then do j.D, cr.B, s.B, f+A *2 hits* or j.D, s.B, f+A *2 hits*... If you are doing a low then do cr.B, cr.B, s.B, f+A *2 hits* or cr.B, s.B, f+A *2 hits*... If you are crossing up with j.D or just is standing next to them then do s.C, f+B...
Afterwards always cancel into dp+C~A+B on hit confirm... If blocked then you can just end or finish with qcf+A...
how safe is dp+C~A+B and qcf+C~Dash on block?
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Not safe as far as i know... You know there is a training mode where you can check it yourself right?
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how safe is dp+C~A+B and qcf+C~Dash on block?
From gaming experience:
The DP Brake isn't safe, they'll recover while you're still recovering, (Thus giving them advantage) but it does have some pushback, and people won't always expect it, so you CAN throw it out every once in a while.
His C Kou'ken -> Dash is actually safe, though the wind-up time for the projectile throw itself is pretty open to being jumped over / punished. I believe you actually Have advantage even after the dash, but the dash range is severly shortened, so instead of really getting in on them, you get to something like right around far C range.
To test this stuff on your own, in training mode, change the Dummy to "1 Guard-Jump" settings. Do an attack, and then hold up. If they jump before you, you're at a disadvantage. After you, you're at advantage. Pause the game once the jumps happen, and judge how much advantage you have by judging the jump heights.
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His Best 1 meter anti-air is qcfx2+K DM... The start-up is almost instant...
If you want to do more damage and have drive you can do EX DP... Just make sure you get them pretty low to the ground or the follow-up will whiff...
1 meter +1 drive = EX DP, DC, air hcf+B, dp+A
2 meter + 1 drive = EX DP, DC, air hcf+B, qcf~hcb+A
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Any difference between the B and D versions of his qcfx2+K?
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For the EX DP anti air combo, you can Drive cancel to HCF+D instead to get closer and still have plenty of time to TK hcf+B and then juggle with whatever you like. Makes the combo much easier.
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For the EX DP anti air combo, you can Drive cancel to HCF+D instead to get closer and still have plenty of time to TK hcf+B and then juggle with whatever you like. Makes the combo much easier.
oh ya... that would make it so i don't have to get them low to the ground... i think i've seen that in one of his HD combos... he did dp+AC, DC, air hcf+D, TK hcf+B... then was able to do qcf+C~ff... that'll be deadly... gonna try it out and see...
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found somthing funny
Ex Zanretsuken ;fd ;fd ;dn+ ;c jump cancel to other side..air ;d
somtims the j. ;d will cross up (i think depend in the jump )
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found somthing funny
Ex Zanretsuken ;fd ;fd ;dn+ ;c jump cancel to other side..air ;d
somtims the j. ;d will cross up (i think depend in the jump )
I do something like that but off of DP+C Break. You do a run up B SJ then do a j.D. Depending on your timing you can land in front or cross-up the opponent.
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btw the c fireball ~ dash is unsafe on block. punishable by less things the further you do it but like blockstring in the corner and many characters can easily punish
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Karate frame data up:
http://www.dreamcancel.com/wiki/index.php?title=Mr._Karate_%28XIII%29#Move_Metadata (http://www.dreamcancel.com/wiki/index.php?title=Mr._Karate_%28XIII%29#Move_Metadata)
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I'm still trying to finalize a team for myself but have been enjoying both Takuma and Mr. Karate as of late. Would it be redundant to have both of them on one team, or are they different enough to justify using both?
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You cant pick both of them in one team.
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You cant pick both of them in one team.
That makes it easy then :)
I just hadn't tried to pick them twice yet I suppose.
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I'm having trouble with super jump canceling. Do you just super jump straight up, or diagonally?
I want to be able to super jump cancel into the horizontal air kick move.
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I'm having trouble with super jump canceling. Do you just super jump straight up, or diagonally?
I want to be able to super jump cancel into the horizontal air kick move.
Try to tiger knee the hcf+B after the s.C hits, so it will be like ;bk ;db ;dn ;df ;fd ;uf + ;b
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It helps me to hold ;uf when trying to tiger knee the air ;bk ;db ;dn ;df ;fd ;k . He gets a lot of combo opportunities with that move.
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That helps, thanks.
Also, you know when you ;a ;fd ;dn ;df ?
You can Drive cancel into ;bk ;db ;dn ;df ;fd ;b
I keep missing the Kick. It's whiffs under my opponent. :/
I can get it sometimes. :/
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That helps, thanks.
Also, you know when you ;a ;fd ;dn ;df ?
You can Drive cancel into ;bk ;db ;dn ;df ;fd ;b
I keep missing the Kick. It's whiffs under my opponent. :/
I can get it sometimes. :/
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Yeah you have to time that cancel later, if you do it too early it will always whiff. But if you do it a little early so that the kick hits on the last possible frames, you get a better followup. Decisions, decisions.
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Yes, I've noticed that. I'm leaving it later because it seems easier and feels more natural.
So, I've been hearing that Mr. Karate is a great point character, I'm using him last. Just wondering whether it's a good idea. I've got K' first, then NESTS Kyo and lastly Mr. Karate. I like using Mr. Karate's EX command grab to get in on fireball spammers and button pushers.
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I feel like the EX grab is a gimmick, but I get hit by it enough that I probably don't know what I'm talking about. You just have to be very careful using it because people can react and hit you out of it or hop it for a full combo punish if you are predictable with it.
Karate is good anywhere, but he really doesn't benefit a whole lot from having a ton of extra meter hanging around compared to some characters. 3 bars is enough for him to really do major damage, going far beyond that doesn't yield much more. On point you can use his reset and crossup opportunities to really lay into people and run all over them, so he's not dependent on meter to run his game. That makes him a pretty good point character. His EX moves aren't that great either, EX grab aside (which is still a situational tool). You can use EX Hien Shippu Kyaku to carry people across the screen in combos, but I don't know how practical it is.
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Throwing the EX grab out randomly is gimmicky, yes. Using it appropriately isn't, obviously.
But I agree, it can be punished quite easily and when I hit someone with it I feel like such a scrub. XD
I might have to re-think my team. D:
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If he's really your best character, running him anchor isn't a bad idea at all, though. Having extra meter hanging around never hurts, and since he can fight just fine without it, you won't end up in a bad spot if your second manages to somehow burn all your resources. He's also less likely to run into a bad matchup than some anchors due to his versatility.
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You make a fine point, sir. XD
I tend to build a lot with K' (point character) and end up using quite a lot with NEST Kyo because I love Drive cancelling with him. I don't think anyone on my team is that meter dependent so I think I will play Mr. K last. Feels weird if he's not last. ;)
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Mid-screen combo update...
cr.B, s.B, f+A, dp+C~A+B, hcf+B, dp+A, DC, hcf+B, hcf+B, DM...
qcb+AC, dp+C~A+B, hcf+B, dp+A, DC, hcf+B, hcf+B, DM...
Corner CH s.C+D, *link* qcf+C~ff, dp+A, DC, hcf+B, DM
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I'm having trouble confirming cr.B > s.B > f+A into and HD combo.
Whenever I activate after f+A, the s.C always comes out immediately, and it becomes impossible for me to continue the combo.
Yet for some strange reason, I've managed to sometimes get the activation slide I need to do the combo. I don't get how this shit works whatsoever.
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Don't activate late. If you activate too late in the active frames for f.A, s.C comes out late. You have to activate right in the middle of the active frames.
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Yet for some strange reason, I've managed to sometimes get the activation slide I need to do the combo. I don't get how this shit works whatsoever.
keep the stick / pad in neutral during activation for the slide. doing an input will cancel the slide early or as soon as it starts.
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try hit confirm crB crB stB. it seems like theres a lot of time between the activation and the pressing of the C.
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KOF XIII Mr. Karate 100% Combos (http://www.youtube.com/watch?v=puCIk_HizHQ#ws)
Karate 100% Combos
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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 (http://www.youtube.com/watch?v=Pf7lP28D7as#ws)
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Mr. Karate 4 stocks kill combo (last clip)
Saiki MX, KOF XIII combo video (Shen, Chin, Mr. Karate) (http://www.youtube.com/watch?v=5fdfVsZFlu0#)
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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
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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.
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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.
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KOF XIII - Mr Karate - Reset, Option Select (http://www.youtube.com/watch?v=Vx6Xf9l8raQ#ws)
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^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.
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http://www.twitch.tv/seattlefootclan/b/419325914 (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. :)
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KOF XIII - Some Mr. Karate Shit - By MF X-Frame (http://www.youtube.com/watch?v=UOzUNGB3arA#ws)
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Kane Blue River juicing out dem combos
[KOFXIII] Mr.Karate optimized HD combo (0/1 meter) (http://www.youtube.com/watch?v=gBNa97xBEFs#)
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Dat starter
KOF XIII Steam Edition Mr. Karate Combo ~New~ (3 Bars - Full Drive - 926 Damage) (http://www.youtube.com/watch?v=AloyXeK-khk#ws)
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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?
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Try holding AB and df when you do the dp.C.
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Thanks^^.
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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