[KOF XIII] EX Mr. Karate

Well if it lands and you get the crumple state you can Drive Cancel it. I don’t think anyone will ever get hit with it unless you somehow roll punish with it or something, but it’s possible.

Somewhat new Mr. Karate HD combo. Probably just corner only, but I’m sure someone could make a midscreen variation of it somehow.

j.D, cl.C, f.B BC cl.C, f.B xx QCF+A DC DP+C~AB, QCF+A, QCF+A DC DP+C~AB, QCF+A, QCF+A DC DP+C~AB, QCF+C DC fbf+AC, QCF+C~ff, fbf+P, QCF,HCB+AC

3 meter, 909 damage. I knew Mr. Karate didn’t do as much damage in the long run as Takuma, but to see that he needs 3 meter to do the same damage as a 1 meter Takuma combo is kind of depressing.

That’s a step up from the HD loop I was working on. I was literally just practicing:

j.D, s.C, f+B, BC, s.C, f+B xx dp+C~AB, qcf+A, dp+A DC j.hcf+B, qcf+A, dp+A, j.hcf+B, f~b~f+P, dp+A xx qcf~qcf+K (2 hits) xx qcb~hcf+AC

I just really wanted to get the Neo Max in there, but it only does about 880 IIRC.

Oh, and for the record, I think you can only Max Cancel off of the qcfx2+K, first or second hit for the grounded variation only. Couldn’t get either of the other DMs to Max Cancel.

You can Max Cancel his Ranbu too, but just like Takuma you can’t do it when he throws the fireball for the regular version or when he starts his Zanretuken for the EX version, so you have to cancel on the 9th and 11th hits respectively.

Anytime you are doing st.c~f+b into hd you can always do st.D, st.c jump cancel hcf+b for better corner carry making it easier to get to hsi corner hd combos that really do damage.

Ex Mr.karate does do less damage overall than takuma but his better light hitconfirms are nice, I still don’t know who to use of course but I would have to improve alot more on hitchecking takuma st.c into f+b, db,f+d after a crossup.

I think Ralf gives Mr.Karate problems. This is from playing Giby last night for a good amount of sets. Ralf’s normals seem better overall and keep him out of range. The only thing Mr. Karate can really do is react to the pokes and :dp: + :snka: for the most part. I’m still trying to find a 100% combo that’s not too complicated to pull off in a match.

After running about 5 hours of matches over the last two days, I have two comments I really want to make regarding Mr. Karate:

[LIST]
[]s.CD xx qcf+C~f,f is an excellent mid-range poking/zoning tool. On block it cannot be punished and pushes the opponent toward the corner. On hit, you can easily run up an apply your strong mix-ups on a knocked down opponent.
[
]hcb+K will hit all the fucking time. Seriously, because the animation is identical to his regular dash, you can easily condition people to block when they see this animation, and then get blown up by the throw. If they like to throw out something like an invicible DP (i.e. Andy’s dp+P), dash and block a few times to bait them and punish. They’ll learn their lesson and start blocking, which is when you get to keep using hcb+K. This is a very strong move, in spite of its lack of use in combos.
[/LIST]
That’s all I have to say at the moment.

You can MAX cancel the EX ranbu after the Zanretuken, right as he delivers the blow that makes them spin around before he releases the fireball. Timing is not that tight but is needed if your going to maxcancel the EX ranbu due to that final hit doing 40 points of damage, iirc

On the topic of EX Ranbu, I was messing around in training mode to test scaling on things, so I just kept doing EX Zanretuken, QCF+C DC EX Zanretuken until I maxed out the combo counter and then did EX Ranbu, and it looks like even at the worst scaling possible EX Ranbu still adds about 200 damage (slightly less, maybe 185-195 or so) to the end of your combo. For a 2 meter NOT Neo Max in HD mode super, that’s pretty fantastic.

I’m confused, I thought that Shorankyaku started up too slowly to be comboed from anything? Are you saying that you can in fact combo into it?

No, just my words running away from my mind. Definitely cannot be used in combos, I’ll update that post to be less confusing.

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Something I made.

Is it feasible to put both Takuma and Mr. Karate on the same team, or is this redundant?

I’m still trying to form my main three characters for a team and really like both Takuma and Mr. Karate but was worried having both on a team would be folly.

It might be feasible, but it is also impossible. If you select either of the two, you can’t select the other. Same goes for NESTS Kyo and Flame Iori.

Well, that makes it easy then :).

So, has anyone been using the EX invisible fireball attack thing… XD
It looks amazing but it’s so slow, I can’t really see many opportunities where it might be safe.

Outside of combos I don’t really see any practical purpose to it outside of scrub matches where your opponent doesn’t know about the move.

That’s what I thought. Thanks man.

I dunno If I’d blow 1 bar on chance…
Probably won’t use it outside of combos. XD

So, been play Mr. Karate since tuesday. Love him, he fits my play style SO WELL. Feels a bit like Oni from SSF4 AE to me.
Only trouble is the super jump canceling. I can’t do it consistantly. >.< Do you guys neutral super jump, or do it diagonally?

Forgive my ignorance but is there any part of playing Karate effectively where specifically super jump canceling is necessary?

What’s up Karate heads! Let me know what you think about this Reset my boy Darko showed to me over the weekend…I haven’t seen this being used by Mr. Karate players…might be some useful tech.

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