-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XIII/Mr. Karate: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
No edit summary
Line 24: Line 24:
===Standing===
===Standing===


'''st. A:''' 25 damage, cancellable, hits mid.
'''st. A:''' 25 damage, whiff/jump cancellable, hits mid. A short ranged jab that you can use to stop hops with. +2 frames on block.


'''st. B:''' 30 damage, cancellable, hits mid.
'''st. B:''' 30 damage, whiff/jump cancellable, hits low. A quick short ranged kick aimed at the shins. A very useful kick that you will be using in many of Mr. Karate combos and blockstrings. It will also serve you purpose in his high/low mixup game. +1 frame on block.


'''st. C:''' 80 damage, cancellable, hits mid.
'''st. C:''' 80 damage, whiff/jump cancellable, hits mid. Mr. Karate puts his weight into this straight punch that aims at the chin. You can also use this punch against far hops, but it isn't as fast as his st. A. On hit you can cancel this punch into his specials and supers, or just jump cancel it for a reset or a cross up. The start-up is much faster than Takuma's and is -2 frames on block.


'''st. D:''' 70 damage, hits mid.
'''st. D:''' 70 damage, hits mid. Mr. Karate performs a high aiming (but not long length) roundhouse kick aimed at the opponents face. This can work decent against hops or even jumps, but it might miss because of its short range or get beaten out of its performed too late. It completely misses on crouching opponents, so try not to use this in close range. It's whiff recovery is decent but overall it is a bit unreliable to use a poke. +1 frame on block.
 
'''cl. C:''' 70 damage, cancellable, hits mid.


'''cl. C:''' 70 damage, jump cancellable, hits mid. A hard punch to the gut. This move is only used up-close and must be hit confirmed into his command normals or his jump cancel on hit. You can even use this move to start a reset in the corner after they have been launched in the air after a qcf+C~f, or a dp+C~AB, etc.


===Crouching===
===Crouching===

Revision as of 15:33, 30 March 2012

File:Mrkaratexiii.gif


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

st. A: 25 damage, whiff/jump cancellable, hits mid. A short ranged jab that you can use to stop hops with. +2 frames on block.

st. B: 30 damage, whiff/jump cancellable, hits low. A quick short ranged kick aimed at the shins. A very useful kick that you will be using in many of Mr. Karate combos and blockstrings. It will also serve you purpose in his high/low mixup game. +1 frame on block.

st. C: 80 damage, whiff/jump cancellable, hits mid. Mr. Karate puts his weight into this straight punch that aims at the chin. You can also use this punch against far hops, but it isn't as fast as his st. A. On hit you can cancel this punch into his specials and supers, or just jump cancel it for a reset or a cross up. The start-up is much faster than Takuma's and is -2 frames on block.

st. D: 70 damage, hits mid. Mr. Karate performs a high aiming (but not long length) roundhouse kick aimed at the opponents face. This can work decent against hops or even jumps, but it might miss because of its short range or get beaten out of its performed too late. It completely misses on crouching opponents, so try not to use this in close range. It's whiff recovery is decent but overall it is a bit unreliable to use a poke. +1 frame on block.

cl. C: 70 damage, jump cancellable, hits mid. A hard punch to the gut. This move is only used up-close and must be hit confirmed into his command normals or his jump cancel on hit. You can even use this move to start a reset in the corner after they have been launched in the air after a qcf+C~f, or a dp+C~AB, etc.

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 - Start-up has auto-guard. A version travels slower and C version travels faster.

- Hit Detection: Mid

- Damage: 210


Ryuuko Ranbu = qcf~hcb+P - A version's start-up is fast. C version has a slower start-up and has invincibility.

(EX) = qcf~hcb+A+C - EX version starts up fast and has complete invincibility till about half way through the dash.

- Hit Detection: Mid

- Damage: 234/367


Kyokugen Kohou = qcfx2+K - Near instant start-up. Start-up has invincibility. Great as anti-air.

- Hit Detection: Mid

- Damage: 210

Neomax

Kishin Sanga Geki = qcb~hcf+AC - Extremely fast Start-up with complete invincibility.

- 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/TK hcf+B, dp+A, [DC], TK hcf+B, qcf+A, dp+A = 440 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/TK hcf+B, dp+A, [DC], TK hcf+B, qcf+A, qcf~hcb+A = 582 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/TK hcf+B, dp+A, DC, TK hcf+B, qcf+A, qcf~hcb+AC = 658 dmg

Hyper Drive Combos

1 Stock

- 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

2 Stock

- j.D, s.C, f+B, HD, s.C, [qcf+A, DC, dp+C~A+B, TK hcf+B] x4, qcf+A, DC, dp+C~A+B, qcf+C~ff, f~b~f+A, qcf~hcb+AC = 881 dmg

- 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

3 Stock

- j.D, s.C, f+B, HD, s.C, [qcf+A, DC, dp+C~A+B, TK hcf+B] x4, qcf+A, DC, f~b~f+AC, qcf+C~ff, f~b~f+A, qcf~hcb+AC = 918 dmg

5 Stock

- j.D, s.D, *link* far s.C, f+B, HD, s.C, f+B, dp+AC, DC, air hcf+B, dp+AC, DC, air hcf+D *whiffed*, TK hcf+B, qcf+C, DC, dp+C~A+B, TK hcf+B, qcf+A, DC, dp+C~A+B, TK hcf+B, qcf+A, DC, f~b~f+AC, qcf+C~ff, f~b~f+A, qcf~hcb+AC = 1005 dmg

Links & References

Move Metadata

Move Damage Stun Startup On Guard Remarks
cl.A 25 3 4 +2 Hit crouching opponents
cr.A 25 6 3 +2 Karate's fastest normal
st.A 25 3 4 +2
j.A 45 3 5 -
hop A 40 3 5 -
st.B 30 6 4 +1
cr.B 30 3 4 0
j.B 45 3 4 -
hop B 40 3 4 -
cl.C 70 7 3 -1 Startup Faster than Takuma
cr.C 70 7 4 -13
st.C 80 7 7 -2 Startup Faster than Takuma
j.C 72 7 7 -
hop C 70 7 7 -
cl.D 80 7 10 +1
cr.D 80 7 7 -5
st.D 80 7 10 +1
j.D 70 7 7 -
hop D 68 7 7 -
st.CD 75 10 13 +1 Startup Faster than Takuma
j.CD 90 8 11 -
hop CD 80 8 11 -
Sokutou-geri 50 6 18 -7
Seiken Sandan Tsuki(1) 35 2 8 -
Seiken Sandan Tsuki(2) 25 2 - -
Seiken Sandan Tsuki(3) 30 2 - -4
Ippon Seoi 100 0 1 - Hard knockdown
GCCD 4 0 13 -15 vs. Wk 13, St 17, Jump atk 17 on startup
A Koho 60 6 4 -25 Karate's fastest startup for specials
C Koho(1) 60 6 6 -
C Koho(2) 40 6 - -37 Breaking -14
Shorankyaku(1-6) 15 0 21 - Close
Shorankyaku(7) 80 0 - -
Zanretsuklen(1-6) 10 0 12 - First hit Scaled - lock move
Zanretsuklen(7-12) 0 0 - -
Zanretsuklen(13) 20 0 - -38
B Hienshippu Kyaku 60 4 9 -11 Close, Lowest point in air -4, Landing recovery 12
D Hienshippu Kyaku(1) 50 4 13 - Landing recovery 20F
D Hienshippu Kyaku(2) 40 4 - -4 Lowest point in air
A Kouou-ken 60 6 10 -3 Quite safe bc of hitback
C Kouou-ken 60 6 16 -10
→Step 0 0 - -8
Hakyokujin 0 0 - - Whiff 41, Teleport 26, Parry 6-30 (longer parry time than Chin/Elisabeth)
EX Kouhu(1) 90 0 5 -
EX Kouhu(2) 75 0 - -40
EX Shorankyaku(1) 15 0 25 -
EX Shorankyaku(2-10) 15 0 - -
EX Shorankyaku(11) 150 0 - -
EX Zanretsuken(1) 0 0 9 -43
EX Zanretsuken(2-11) 10 0 - -
EX Zanretsuken(12-21) 0 0 - -
EX Zanretsuken(22) 50 0 - -
EX Hienshippu Kyaku(1) 60 0 9 - Close
EX Hienshippu Kyaku(2) 70 0 - -15 Lowest point in air -4
EX Hakyokujin (vs Strike) 60 0 9 - Whiff 41, Teleport 26, Parry 6-30
EX Hakyokujin (vs Air atk) 180 0 16 -
EX Kouou-ken 100 0 36 - 0 after guard crush
Haoh Shikouken 210 0 47 (18) -38 Freeze 29, Close
Ryuuko Ranbu(1) 0 0 35 (6), 46 (17) -19 Freeze 29 (weak,strong)
Ryuuko Ranbu(2,5,7) 10 0 - -
Ryuuko Ranbu(3,4,6,8) 16 0 - -
Ryuuko Ranbu(9) 40 0 - -
Ryuuko Ranbu(10) 100 0 - -
Kyokugen Koho(1) 60 0 37(8) - Freeze 29
Kyokugen Koho(2) 60 0 - -
Kyokugen Koho(3-11) 10 0 - -40
EX Ryuuko Ranbu(1) 0 0 34(5) -24 Freeze 29
EX Ryuuko Ranbu(2,5,7) 10 0 - -
EX Ryuuko Ranbu(3,4,6,8,9) 16 0 - -
EX Ryuuko Ranbu(10) 20 0 - -
EX Ryuuko Ranbu(11-19) 0 0 - -
EX Ryuuko Ranbu(21-27) 4 0 - -
EX Ryuuko Ranbu(28) 25 0 - -
EX Ryuuko Ranbu(29,30) 60 0 - -
EX Ryuuko Ranbu(31) 60 0 - -
Kishin Sanga Geki(1) 100 0 81(5) - Freeze 76
Kishin Sanga Geki(2) 370 0 - -18

Videos

KCE Basic Introduction

Contributors

keykakko [1]

t3h mAsTarOth...!

Discussion Threads

Discuss at Dream Cancel

Navigation

The King of Fighters XIII
System

FAQControlsMovementOffenseDefenseMeters and GaugesHitboxes

Characters