Seems pretty good! Kinda gimmicky though. XD
You could jump it or back dash it, right?
Seems pretty good! Kinda gimmicky though. XD
You could jump it or back dash it, right?
Yeah it’s a gimmick alright…you could jump, roll or back dash. The long startup on the EX fireball gives it away. This reset might work once and it’s a interesting little piece to his overall mixup potential.
But honestly I don’t see anyone using this strat in the future…I guess we’ll see.
Wouldn’t this work better with his command grabs instead of Ex Fireball? I mean they have a delayed start up passed the initial point of contact, so I think they could be useful for tick throws if you don’t have a stock. I’m pretty sure if a Mr. Karate player successfully lands a DP-Brake they’ll probably commit to a full combo rather than a shenanigan if they have the meter for it.
Given the damage karate gets for a dp-break combo I wouldn’t blame said players.
I’m not arguing otherwise.
I thought it was obvious I was agreeing with you…?
Hi people, I am not very good at kof13 but I’m not a total beginner, but I’m having issues with his AIR> HCF+B move.
Is there a trick to getting the hop in and then the flying kick? Or do you literally have to hit down/up>HCF+B to do
his low flying kick? I see allot of great combos where this is needed and I just can’t get it consistently.
Thanks in advance.
No offense but it’s waste of meter. If you just do srk into either super it’s easily 300-400 damage. Which is roughly the same damage as you’re doing right now, only you’re wasting another stock to do it…
I’m so god damn mad right now. Mr. Karate has a 2 frame safe jump in the corner. C DP brake A DP on first possible frame cl.C on first possible frame super jump cancel. Just like EX Kyo’s 2 frame safe jump, beats everything in the game except King, Goro, and Elizabeth’s Neo Max’s, and specific instant counters like Mr. Karate’s EX parry.
Yeah, and you can easily sneak in an empty hop if they’re flustered or SJ cancel into j.hcf+D to fuck with their timing, or alter the meaty timing from other hitreset heights.
Also cr.A is secret god tier status with Karate. Much stronger overall than Takuma’s potential Zanretsuken BnBs from cr.Bs or after qcf+D.
You Tiger Knee it to get the instant air version to come out:
412369+** (B) **is the usual input. Remember to hold down B for the added input buffer.
I don’t exactly get what you mean from this. Takuma and Karate have the same cr.A, unless you’re talking about the reset I’m confused.
Karate’s cr.A is better on block, so you can link cr.A > cl.C as a frametrap or combo. Also cr.A has huge hitstop and chains into itself and then into f.A. So basically you can hitconfirm from it hella easily while also having the potential to frametrap really well off of it just so long as you’re willing to sacrifice not hitting low.
I forgot about the cr.A to cl.C link, but I don’t think it’s that much better than Takuma’s cr.A as you make it out to be. Takuma can use cr.A to cl.C as a frame trap too, it just doesn’t combo if it hits. Plus, Takuma can do cr.BA A xx Zanretsuken, which can potentially give him a 2 frame safe jump anywhere on screen (once I find out the perfect timing). You get hella time to confirm off of Takuma’s too, especially if you chain it into itself. Karate gets more damage off of it meterless, but he gets more damage meterless in general anyways besides jump in corner combos.