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The King of Fighters XIII/Mr. Karate

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File:Mrkaratexiii.gif


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 - 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
cr.A 25 6 3 +2
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
cr.C 70 7 4 -13
st.C 80 7 7 -2
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
j.CD 90 8 11 -
hop CD 80 8 11 -
足刀蹴り 50 6 18 -7
正拳三段突き1 35 2 8 -
正拳三段突き2 25 2 - -
正拳三段突き3 30 2 - -4
一本背負い 100 0 1 - Hard knockdown
GCCD 4 0 13 -15 弱13,強17,J攻撃には発生17F
A虎咆 60 6 4 -25
C虎咆1 60 6 6 -
C虎咆2 40 6 - -37 BR時-14F
翔乱脚1-6 15 0 21 - 密着
翔乱脚7 80 0 - -
暫烈拳1-6 10 0 12 - 初段補正ロック技
暫烈拳7-12 0 0 - -
暫烈拳13 20 0 - -38
B飛燕疾風脚 60 4 9 -11 密着.最低空-4F,着地硬直12F
D飛燕疾風脚1 50 4 13 - 着地硬直20F
D飛燕疾風脚2 40 4 - -4 最低空時
A虎煌拳 60 6 10 -3
C虎煌拳 60 6 16 -10
→虎脚 0 0 - -8
覇極陣 0 0 - - スカ全体41F,移動26F,当身6-30F
EX虎咆1 90 0 5 -
EX虎咆2 75 0 - -40
E翔乱脚1 15 0 25 -
EX翔乱脚2-10 15 0 - -
EX翔乱脚11 150 0 - -
EX暫烈拳1 0 0 9 -43
EX暫烈拳2-11 10 0 - -
EX暫烈拳12-21 0 0 - -
EX暫烈拳22 50 0 - -
EX飛燕疾風脚1 60 0 9 - 密着
EX飛燕疾風脚2 70 0 - -15 最低空時-4F
EX覇極陣(打撃 60 0 9 - スカ全体41F,移動26F,当身6-30F
EX覇極陣(飛 180 0 16 - 地上食らい
EX虎煌拳 100 0 36 - ガクラ後は五分
覇王至高拳 210 0 47 (18) -38 時間停止29、密着
龍虎乱舞1 0 0 35 (6), 46 (17) -19 時間停止29(左弱,右強)
龍虎乱舞2,5,7 10 0 - -
龍虎乱舞3,4,6,8 16 0 - -
龍虎乱舞9 40 0 - -
龍虎乱舞10 100 0 - -
極限虎咆1 60 0 37(8) - 時間停止29
極限虎咆2 60 0 - -
極限虎咆3-11 10 0 - -40
EX龍乱1 0 0 34(5) -24 時間停止29
EX龍乱2,5,7 10 0 - -
EX龍乱3,4,6,8,9 16 0 - -
EX龍乱10 20 0 - -
EX龍乱11-19 0 0 - -
EX龍乱21-27 4 0 - -
EX龍乱28 25 0 - -
EX龍乱29,30 60 0 - -
EX龍乱31 60 0 - -
鬼神山峨撃1 100 0 81(5) - 時間停止76
鬼神山峨撃2 370 0 - -18

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