The King of Fighters XIII/Mr. Karate

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Mrkaratelongpic.png File:Mrkaratexiii.gif

Quick Combo Reference

0 Stock, No Drive Gauge

Low
Low
Anywhere

d.Bx2, s.B, qcf+A = 140 dmg
d.Bx2, s.B, f+A, qcf+A/C = 202 dmg
s.C, f+B, qcf+A = 222 dmg

0 Stock, 1+ Drive Gauge

Anywhere
Anywhere
Corner

j.D, s.C, f+B, qcf~hcb+A = 436 dmg
d.B, s.B, dp+C~AB, qcf~hcb+A = 327 dmg
d.b, d.a, f+A, dp+C~AB, qcf~hcb+A = 377 dmg

Mrkaratekofxiiimoves.png


Gameplay Overview

Gameplay Notes

Mr. Karate is a particularly powerful character who is essentially the "EX" version of Takuma. Mr. Karate has every practical tool for helping the player win a fight. He can build meter very easily and he can be played in any position of a team, whether it be as a point (1st character), battery(second character), or an anchor(third character). Mr. Karate is also a little more combo friendly and versatile than his counterpart Takuma who specializes primarily in good rush down. His j.CD is a very powerful tool to use as air to air and even as a jump-in, much like Takuma's j.CD. The purpose of Mr. Karate's game play is to make good use of all of his moves as they can fit help him out in multiple situations. Mr. Karate's ability to wall carry and follow up after many of special moves is a blessing, especially if the player wishes to maximize damage. Mr. Karate has many safe block strings such as j.D, close s.C, f+A, qcf+A. His ability to "break" his C DP also helps for continuing a combo. Mr.Karate can also counter a lot of attacks with his Hakyokujin (qcb+K or qcb+B/D) and capitalize by blocking or getting back on the offensive. Mr. Karate is character meant for dishing out a extremely high functional offensive game play. What really makes Mr. Karate a dangerous character is that fact that he literally does have many powerful offensive options under many situations. But, what needs to be understood is that in order to maximize Mr. Karate's potential, the player will have to exercise a good offensive rhythm and access all of Mr. Karate's tools. Should the player successfully develop good execution on Mr. Karate's moves and his combos, he will be able to get very far, especially in high level game play. Mr. Karate is, more or less, a very solid character to play.


Differences between Mr. Karate and Takuma

  • Mr. Karate's st.C is faster than Takuma's
  • Mr. Karate has a more balanced move set while Takuma's fighting style is centered towards rush down and proficient zoning ability
  • There are multiple counter attacks and follow ups in Mr. Karate's move set
  • Takuma's zoning ability is slightly better than Mr. Karate's
  • Mr. Karate actually has a few anti-air options, unlike Takuma whose only viable anti-air seems to be d.C and his Neo Max
  • There one extra command move in Mr. Karate's arsenal (f+A)
  • Mr. Karate and Takuma both have different Neo Max
  • Mr. Karate has one more DM that functions as a anti-air

Pros

  • Great damage output on all attacks
  • Extremely versatile
  • Possesses multiple follow-ups after a few of his special moves
  • Has a strong j.CD attack
  • Becomes very combo-friendly and dangerous with meter stocks and drive meter
  • Provides a strong rush down game
  • Builds meter very quickly
  • Impressive normal moves and block strings, having good push back on block

Cons

  • All normal moves have rather short/mediocre reach
  • Requires very good execution on the majority of his most damaging combos
  • Needs to work harder against zoners or characters with good keep away
  • Does not follow up after command throw
  • All reversal options are not safe

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
d.D 80 7 7 -5
Far D 80 7 10 +1
j.D 70 7 7 -
hop D 68 7 7 -
s.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

keykakko [2]

t3h mAsTarOth...!

Discussion Threads

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