The King of Fighters XIII/Mr. Karate

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Mrkaratekofxiiimoves.png


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

Links & References

Videos

KCE Basic Introduction

Discussion Threads

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