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The King of Fighters XIII/Mr. Karate: Difference between revisions
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'''Shourankyaku = hcb+K''' - Both regular versions have a small start-up followed by Karate's regular running animation. They don't have any invincibility. | '''Shourankyaku = hcb+K''' - Both regular versions have a small start-up followed by Karate's regular running animation. They don't have any invincibility. | ||
'''(EX) = hcb+BD'' - EX version has invincibility when Karate disappears in the middle of the move's animation. | '''(EX) = hcb+BD''' - EX version has invincibility when Karate disappears in the middle of the move's animation. | ||
- Hit Detection: Throw | - Hit Detection: Throw |
Revision as of 15:41, 24 January 2012
Coming soon...
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A: 25 damage, cancellable, hits mid.
st. B: 30 damage, cancellable, hits mid.
st. C: 80 damage, cancellable, hits mid.
st. D: 70 damage, hits mid.
cl. C: 70 damage, cancellable, hits mid.
Crouching
cr. A: 25 damage, cancellable, hits mid.
cr. B: 30 damage, cancellable/chain-able, hits low.
cr. C: 70 damage, hits mid.
cr. D: 80 damage, cancellable, hits low.
Jumping
j. A: 45 (40) damage, hits overhead.
j. B: 45 (40) damage, hits overhead.
j. C: 72 (70) damage, hits overhead.
j. D: 70 (68) damage, hits overhead.
Blowback Attack
CD: 75 damage, whiff/cancellable, hits mid.
j. CD: 90 (80) damage, hits mid.
GCCD: 10 damage, hits mid.
Throw
Ippon Seoi =b/f + C/D (close) - 100 damage, can be broken, causes a hard knockdown
Command Moves
Seiken Sandan Tsuki = f+A - Safe on block. First 2 hits don't cause any pushback. Cancellable on all 3 hits into specials or supers.
- Cancellable
- Hit Detection: Mid
- Damage: 85
Sokutou-Geri = f+B - Safe on block.
- Cancellable
- Hit Detection: Mid
- Damage: 50
Special Moves
Kohoh = dp+P - A version has start-up invincibility. C version has no invincibility but is breakable on hit/whiff.
(EX) = dp + AC - Start-up is completely invincible.
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 60/60+38/90+71
- Kohoh (Brake) = (C version Kohoh, A+B)
Shourankyaku = hcb+K - Both regular versions have a small start-up followed by Karate's regular running animation. They don't have any invincibility.
(EX) = hcb+BD - EX version has invincibility when Karate disappears in the middle of the move's animation.
- Hit Detection: Throw
- Damage: 133/188
Hakyokujin = qcb+P - Both regular versions counter high/mid attacks and auto-dash Karate right in front the opponent.
(EX) = qcb + AC - EX version also counters high/mid attacks and has different properties depending on whether he counters a body attack or a projectile attack. Upon counter a body attack, he hits the opponent which stuns them. You can follow-up with a combo afterwards. If the counter hits an air-bourne opponent then he just knocks them away. Upon countering a projectile, he teleports right above the opponent and slams down on them. If you time the counter to the exact frame then he will teleport to the opponent and stun them the same way he does when countering a body attack.
- Hit Detection: Counter
- Damage: (NO damage)
Zanretuken = f,b,f+P - All hits will follow if you catch the opponent with any hits. Allows for follow-ups in the corner.
(EX) = f,b,f+AC - Same as the regular version but more damage. Allows for follow-ups anywhere on screen.
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 80/150
Hi'en Shippuu Kyaku = hcf+K (air only) - All versions can be done out of backdash. B and EX version allows for follow-ups afterwards.
- Hit Detection: High
- Damage: 60/88
Desperation Moves
Haoh Shikouken = f, hcf+P
- Hit Detection: Mid
- Damage: 210
Ryuuko Ranbu = qcf~hcb+P
(EX) = qcf~hcb+A+C
- Hit Detection: Mid
- Damage: 234/367
Kyokugen Kohou = qcfx2+K
- Hit Detection: Mid
- Damage: 210
Neomax
Kishin Sanga Geki = qcb~hcf+AC
- Hit Detection: Mid
- Damage: 470
Combos
Mid-Screen
No Stock, No Drive Gauge -
- j.D/cr.B, s.B, f+A (2), dp+C~A+B, TK hcf+B, dp+A = 288 dmg
- j.D/cr.B, cr.B, s.B, f+A (2), dp+C~A+B, hyper hop D = 268 dmg (Reset + Easier hit confirm)
1 Stock, No Drive Gauge -
- j.D/cr.B, s.B, f+A (2), dp+C~A+B, TK hcf+B, qcf~hcb+A = 439 dmg
- j.D/cr.B, cr.B, s.B, f+A (2), dp+C~A+B, qcf~hcb+A = 414 dmg (Easier hit confirm)
1 Stock, 1+ Drive Gauge -
- 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 Stock, No Drive Gauge -
- j.D/cr.B, s.B, f+A (2), dp+C~A+B, TK hcf+B, qcf~hcb+AC = 529 dmg
- j.D/cr.B, cr.B, s.B, f+A (2), dp+C~A+B, qcf~hcb+AC = 504 dmg (Easier hit confirm)
2 Stock, 1+ Drive Gauge -
- j.D, s.C, qcf+A, DC, dp+C~A+B, TK hcf+B, qcf~hcb+AC = 583 dmg ("DC" Can be option selected)
3 Stock, No Drive Gauge -
Corner
No Stock, No Drive Gauge -
- j.D, s.C, f+B, dp+C~A+B, qcf+A, dp+A = 323 dmg
0 Stock, 1+ Drive Gauge -
- j.D, s.C, f+B, dp+C~A+B, qcf+A, dp+A, [DC], TK hcf+B, qcf+A, dp+A = 440 dmg
- j.C, s.C, f+B, dp+C~A+B, dp+B, dp+B, [DC], hcf+B, f,b,f+A, dp+B = 430 dmg
- j.C, s.C, f+B, dp+C~A+B, dp+B, dp+B, [DC], hcf+B, dp+B, dp+B = 444 dmg
1 Stock, No Drive Gauge -
- j.D, s.C, f+B, dp+C~A+B, qcf+A, qcf~hcb+A = 477 dmg
1 Stock, 1+ Drive Gauge -
- 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
- j.C, s.C, f+B, dp+C~A+B, dp+B, dp+B, [DC], hcf+B, dp+B, qcf~hcb+A = 586 dmg
2 Stock, No Drive Gauge -
- j.D, s.C, f+B, dp+C~A+B, qcf+A, qcf~hcb+AC = 574 dmg
2 Stock, 1+ Drive Gauge -
- 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
Hyper Drive Combos
Links & References
Videos
KCE Basic Introduction
Discussion Threads
Discuss at Dream Cancel