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The King of Fighters XIII/Mr. Karate
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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 |
EX Hienshippu Kyaku(2) | 80 | 0 | - | -2 | |
EX Zanretsuken (1) | 0 | 0 | 15 | - | Number of hits dependent on distance |
EX Zanretsuken (2-14) | 18 | 0 | - | - | |
EX Zanretsuken (15) | 49 | 0 | - | -9 | |
EX Kykugen Hougeki | 0 | 0 | 6 | +26 | Whiff 36 |
Haoh Shikou Ken | 230 | 0 | 47(18), 45(16) | -20 | Freeze 29 |
Ryuuko Ranbu(1) | 0 | 0 | 35(6), 40(11) | -19 | Freeze 29 |
Ryuuko Ranbu(2-12) | 10 | 0 | - | - | |
Ryuuko Ranbu(13) | 30 | - | - | - | |
Ryuuko Ranbu(14) | 100 | 0 | - | - | |
EX Haoh Shikou Ken(1) | 120 | 0 | 45(16) | - | Freeze 29 |
EX Haoh Shikou Ken(2,3) | 120 | 0 | - | -42 | |
Built Upper(1) | 0 | 0 | 34(5) | - | Freeze 29 |
Built Upper(2) | 450 | 0 | - | - |
Videos
KCE Basic Introduction
Discussion Threads
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