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===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 | '''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, 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
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 |
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