Hello all, nice to meet you!
I’m a brazillian scrub Yun player, big fan of kara-palming:wgrin:
well, I discovered something that can be of good use when kara’ing the Kobokushi in Gen’ei jin, especially for pad users like me
anyway, I got a little tired of getting 1 successful kara out of 20 or more palms and tried to apply some new things by experimenting
so, to do the commonly (and probably best) kara palm you input:
st.MP~QCB+st.LK~any P
another one is(where you can hear yun’s TOOP! to confirm the kara):
st.MP~QCB+cr.HK(buffer cr.HK in about 4/5 of the QCB)~any P (personally, almost never got to to work, can’t get any crouching kara move at all)
The thing is, if you kara st.MP to almost every normal, you can get some distance, hence the usage of kara HP, kara f.HP and others
So, combining those facts, I started kara’ing with all normals to see the results:
First I measured the distance gain when kara’ing the st.MP with a normal.
results were as following (taking Yun’s rear foot position, which determines kara-palm start place) :
-st.MP~st.LK (longest)
-st.MP~cr.HK (2nd longest)
-st.MP~st.LP (3rd longest)
-st.MP~st.MK (same as cr.HK)
-st.MP~cr.LK (smallest)
other normals doesn’t give almost any distance (excluding st.HP, f.HP and f.MK. All of them give great distances, but kara-palming after is very hard)
Then, I started testing the kara-palm itself with the normals above, and got another bit of info:
When doing the QCB motion, you have to do it very fast, as stated everywhere
Since I own a ps2 pad, there’s no way I can reach the speed of a quarter circle made on stick so, I often get the second normal to happen in crouch position and ruining the kara. Also said on boards and tutorials, the QCB should be done during st.MP to not ruin the next standing move. But going to frame data…:
In order to succesfully kara anything, you must input the next command during the startup frames of the move:
-st.MP startup: 6 frames (sfIII runs at 60fps, meaning 0.1 second to input qcb+next move for a succesful kara, not mentioning the next kara)
That’s freaking HARD on a pad… so what should I do?
I came up with this:
- let’s take the move with the most reach and frame startup, to make movements a little bit thumb friendly:wgrin:
analyzing frame data I got this:
st.LK/st.LP/cr.LK (4 frame startup)
st.MK (10 frame startup)
cr.HK (14 frame startup)
so I decided to test each one again, and for my surprise:
the rating of kara-palms I got were like this:
st.LK/st.LP/cr.LK: 3/4 out of 10
cr.HK: 2/3 out of 10
st.MK: 8/9 out of 10!!!
I was thrilled by this, and went berserk on training mode against Ken
nailed 5 palms in a row!
Why? The 10 frames startup grants a little, but significative break to input moves
It also gives the 2nd longer distance, which is suitable for every kara-palm match combo (maybe there’s a problem to land 6, or to do it against the twins/ibuki)
Now, some better info: In case you miss the MK kara palm (input, not timing) the following result actions may save your Gen’eijin combo
- if the palm is done and missed with LP/HP, you get a double kara LP/HP, that juggles
- if it’s done with MP (not negative edged), you get st.MP again, or a kara UOH, that resets the opponent (you can follow with a palm, LP lunge punch or upkicks, but opponent can parry)
-if you miss the last punch(negative edging, unfortunate pad/pressing), the kara MK will hit and juggle opponent
The input of the MK kara palm is like this:
st.MP~st.MK~QCB+any P (you can negative edge MP for more chances to get the palm)
sorry for the long text
I wanted to make it as clear as possible
I ask you all to test it and report your results in the topic please (for me, I feel a little bit like Mester now :wgrin:)
I used default button setting on the ps2 pad, so the most confortable and guaranteed motion I do is: st.MP(triangle)~st.MK(circle)~QCB+HP(R1)
kara’ing from circle to R1 is very comfortable
all tested on PS2 japanese SFIII, in the corner, after many different juggles
hope it helps!