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The King of Fighters XIII/Mr. Karate
0 Stock, No Drive Gauge |
Low |
d.Bx2, s.B, qcf+A = 140 dmg |
0 Stock, 1+ Drive Gauge |
Anywhere |
j.D, s.C, f+B, qcf~hcb+A = 436 dmg |
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. -1 frame on block.
Crouching
cr. A: 25 damage, whiff/jump cancellable/chain-able, hits mid. Mr. Karate performs a quick back fist while ducking. Even though it's one of his fastest normals; it's lacks range. It's safe on block which may be helpful for incorporating into block strings. +2 frames on block.
cr. B: 30 damage, whif/jump cancellable/chain-able, hits low. A low kick aimed at the toes. This is a good low poke which has good range, and is fairly quick too. You will be starting a lot of his combos with this kick, and using this for his footies as well. Very easy to confirm into. Neutral on block.
cr. C: 70 damage, jump cancellable, hits mid. Mr. Karate delivers a firm uppercut with his elbow (it looks like). You can use this for stopping hop attacks but it may be difficult to use as an anti-air against full jumps. The range is short, so it may miss if the jump is too close (like someone jumping over your head) or it might trade if there is quite a distance between you and your opponent. It has decent startup but if it misses, you can be punished. You also cannot whiff cancel this uppercut, so you are committed once you hit the button. It is also jump cancellable so if you score a clean hit, feel free to jump in to continue your assault. -13 on block.
cr. D: 80 damage, whiff/jump cancellable, hits low. This sweep is pretty fast, and it is also whiff cancellable too if you would like to shorten its whiff recovery (and add a little range to whatever special) or you can cancel it while it's blocked to continue your pressure with a qcf+A. If you flat out just use this at the wrong time, you can be punished. -5 on block.
Jumping
j. A: 45 (40) damage, cancellable, hits overhead. This jump-in sort of looks like Ash's j.A, the way it points diagonally down, and looks like a chop. It can hit fairly deep and can be cancelled into his hcf+K as well.
j. B: 45 (40) damage, hits overhead. This tightly package knee jump-in can be used for tricky cross-ups even though it's range is really short. The hitbox is aimed at a 50 degree angle and it comes out fairly fast too.
j. C: 72 (70) damage, cancellable, hits overhead. A hard punch aimed at a 60 degree angle. This jump attack is fairly short too, but you can use it for jumping in, or for okizeme if you feel j. D would be too obvious to react to on wake up.
j. D: 70 (68) damage, hits overhead. Maybe one of his best jump attacks. The range is very long, aims at a 60 degree angle, and can be used as an extremely tricky cross-up because the hitbox extends all the way under his bent knee. It can be very annoying to defend against, so use it.
Blowback Attack
CD: 75 damage, whiff/cancellable, hits mid. Mr. Karate steps forward delivering a very stern thrust kick, reminiscent of Robert's st. CD. Get gains a nice amount of distance forward, which can be whiff canceled to kara cancel some special moves or to break his recovery on block or hit. He does get pushed back quite a distance from the opponent on block as well which makes it hard to punish. +1 frame on block.
j. CD: 90 (80) damage, cancellable hits mid. A very powerful jump attack which points out almost at 90 degrees. This kick can beat out A LOT of jump attacks in the air, and you will be seeing and using this alot. It can even crossup if you time it correctly. You can also even cancel this kick into his hcf+K on hit, but you will need to score a counter hit for it can connect. One disadvantage with this move is that if you catch a player jumping or superjumping releasing this move out really early, he can be trip guarded on the way down with an opponents crouching B or sweep (if its fast enough).
GCCD: 10 damage, hits mid. Pretty just like his st.CD but you obviously don't have the same special cancellable features it has. A nice long range but if its safe-jumped against, you can get hurt. -15 on block.
Throw
Ippon Seoi = b/f + C/D (close) - 100 damage, can be broken, causes a hard knockdown. Mr. Karate grabs the opponent by the collar then slams them to the ground. This is throw can setup some really ambiguous cross-ups with his j.D, or you can empty hop with a low attack, or empty hop into qcb+P to bait a reversal (mid/high attack only) or whatever else you may want to try for okizeme.
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)
0 Stock, 1+ Drive Gauge -
- j+C, s+C, f+B, dp+.C~A+B, dp+A, dp+A, [DC], hcf+B, dp+A, dp+A = 444 dmg [1]
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
Strategies
Far Range
Mid Range
Close Range
Cornered Opponent
Cornered
With No Meter/No Drive
With 1+ Meter/No Drive
With No Meter/50%-100% Drive
With 1+ Meter/50%-100% Drive
Best Team Position?
Character Matchups
Andy Bogard
Ash Crimson
Athena Asamiya
Benimaru Nikaido
Billy Kane
Chin Gentsai
Clark Still
Duo Lon
Elisabeth Branctorche
Goro Daimon
Hwa Jai
Iori Yagami (Claw)
Iori Yagami (Flame)
Joe Higashi
K'
Kim Kaphwan
King
Kula Diamond
Kyo Kusanagi (XIII)
Kyo Kusanagi (NESTS)
Leona Heidern
Mai Shiranui
Mature
Maxima
Raiden
Ralf Jones
Robert Garcia
Ryo Sakazaki
Saiki
Shen Woo
Sie Kensou
Takuma Sakazaki
Mr. Karate (mirror match)
Terry Bogard
'Vice
Yuri Sakazaki
Links & References
Move Metadata
Move | Damage | Stun | Startup | On Guard | Remarks |
---|---|---|---|---|---|
s.A | 25 | 3 | 4 | +2 | Hit crouching opponents |
d.A | 25 | 6 | 3 | +2 | Karate's fastest normal |
Far A | 25 | 3 | 4 | +2 | |
j.A | 45 | 3 | 5 | - | |
hop A | 40 | 3 | 5 | - | |
s.B | 30 | 6 | 4 | +1 | |
d.B | 30 | 3 | 4 | 0 | |
Far B | 30 | 6 | 4 | +1 | |
j.B | 45 | 3 | 4 | - | |
hop B | 40 | 3 | 4 | - | |
s.C | 70 | 7 | 3 | -1 | Startup Faster than Takuma |
d.C | 70 | 7 | 4 | -13 | |
Far C | 80 | 7 | 7 | -2 | Startup Faster than Takuma |
j.C | 72 | 7 | 7 | - | |
hop C | 70 | 7 | 7 | - | |
s.D | 80 | 7 | 10 | +1 | |
Far D | 80 | 7 | 7 | -5 | |
s.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
Discussion Threads
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