The elusive kara palm

karapalm is the common term for yun’s palm strike with added range.

it is not about doing palm strikes quickly, but rather, about canceling the animation of a standing strong with a short kick, and also canceling the short kick with a palm strike. so it’s about doing all of those 3 very quickly.

for this reference, it is done in genei-jin.

it will look like yun’s standing strong [the far elbow]. then he will stand where the elbow ends, the move forward a slight second, and then his palm strike.

to do it, while in genei-jin and in corner, do stand strong, then very quickly do quarter circle back, short, and an immediate jab.

you can do this in any variation during a genei-jin. there’s no set way to do it, but for full effectiveness, most of the hits while in genei-jin should be the kara-palm. it’s advantage? pain.

technically speaking though, kara-palms do not have to be in genei-jin. a true kara-palm ISNT in genei-jin. it’s just a short canceled to palm. quarter circle back with short -> jab. the importance in genei-jin is that a canceled strong is needed to achieve better range in order to juggle most characters with all palms.

a hint on how to master it is to know the timing of when to cancel the strong animation. too early and you won’t get far enough. too late and yun’s already back to his initial position. the pause between short to jab is of minor, but also importance. you’re given a few frames to delay the jab, since the later you delay, the farther the palm will be. but this distance is minute.

the practical usefulness of it is a different story. barring any players who’ve completely mastered the kara-palm and can do it flawlessly, the advantages do not outweigh the effort put into the practice. during tournament play, you do not want to risk doing kara-palms, because if you miss, you risk losing the entire genei-jin. therefore, it’s more of a risky crowd-pleaser. in casual, do it all you want. it’ll make you look :cool:

I can’t believe you went through the effort of writing all that. But thanks, it was useful.

The simple answer would have been, “if you don’t know what a kara-palm is, then don’t bother to learn it.”

hahahha - im a 3S promoter. :stuck_out_tongue_winking_eye:

Alright, so if you were able to kara palm, exactly what combo would you do for GJ? I’m guessing:

(in the corner)
s. lp, s. lk, s. mp xx GJ -> s. mp, o. fp -> [o. mk -> kara palm]x3 -> lp lunge punch, s. mk, o. fp, lp lunge punch

And in the arcade, exactly how much more damage are we talking, over:

s. lp, s. lk, s. mp xx GJ -> s. mp, o. fp -> [o. mk -> o. mk -> palm]x2 -> lp lunge punch, s. mk, o. fp, lp lunge punch

I’m having a little trouble understanding this still.

So it’s hcb/qcb, and when you get just about to d/b, you hit strong. You then kara-cancel the s.mp when you get to 7/8 of the motion with s.lk, and then you press lp or hp to cancel that with the palm?

I completely understand the entire reason it works and all that, along with what exactly the game engine is doing. What I don’t understand is that you’re supposed to be doing s.mp during the hcb/qcb motion when you’re at about d/b, or a little past. Wouldn’t that make c.mp come out if it were at d/b? I’ve yet to truly try it, so I should probably do so before asking, but I just want to make sure you’re hitting it during the motion rather than before.

You hit strong before the motion.

The way I do kara palms is really simple:

hit strong punch
do a quarter circle back
then hit lk quickly followed by hp

EASY

And I’ve yet to find a character it won’t work on.

So that is how you do it I have been doing the stong>>short>>halfback motion>>fierce punch.

bump for people who ask how to do it

what are the kara-palm combos(character specific)…
I’m thinking vs. chun:
chainxxGJ, s.sp, f.fp, f.mk, kara palm, f.mk, kara palmx2, then finisher?

can you kara palm oro? or does it miss like regular palm?
eg:(kara palm combo) chainxxGJ, s.mp, f.fp, f.mkx2, kara palm, f.mkx2, kara palm, finisher.

could do like, 7 kara palms in a row on Q? lol :karate:

you can kara palm anyone and theres no need to do f.mkx2, kara palm when you can do kara palm kara palm kara palm unless you’re talking about the lk kara palm and no one has made any real character combos for kara palms just do whatever

i’m talking about the only kara palm there is. ya, lk.

lol the only kara palm there is? um go to the first page and read post number 3

maybe u should

Techincally, there are 2 1/2 karapalms.

I wouldn’t argue with True. He’s our top theory fighter. :tup:

unless u can kara off another move other than short, it’s all fake karas

cr.roundhouse.

how is comboing kara palms theory fighter we’ve all seen it things like that are why you’re gonna get beasted on in connect 4 i kara cancel diagonally

crouching roundhouse won’t move you u forward like short will, but whatever. …magically this wasn’t very hard for me to learn when only doing one at a time, connecting consecutively is tuff… it’s like learning a song on sax.

you can however do jab short strong xxGJ, strong f.feirce, karapalm vs. Urien. Never got it vs. Chun(heh, i gotta go to arcade to practice, lol)
mad potenial for this move, i bet you could do sick damage.

against all other characters you might need to do a hopkick after f.feirce, then start palming, but i don’t really know yet…only urien :pleased:

the combos i’ve seen have been blah xx gj,blah blah,hop kick,lk kara,kara x n or hop kick x 2,reg palm,kara x n, ender mester did the sickest thing i’ve seen with cross up divekick,c.short,st.mk dash palm kara palm kara palm on necro