Now that he is available I think it's time we started discussing his merits. I'll go over a few points:
- All of his normals (standing and crouching) with the exception of s.D are jump cancelable on hit (not on block). I see this as being useful for two things. The first is allowing him to combo into air hcf+K (hcf+B, specifically) from his standing normals, and the second is to allow for cross-up mix-ups after resets.
- s.D can link into s.C.
- EX qcf+P has automatic guard crush properties on block.
- qcb+P counter will teleport through projectiles and establish close range. Frame advantage depends on the distance from the projectile's originator.
- EX qcb+P Counter will instantly punish projectiles, but again is range dependent. From full screen the opponent has more than enough time to block the counter, where Mr. Karate will be punishable. Only use from 2/3 of the screen or closer, but depends on projectile properties of individual characters.
- EX hcf+K is something of a teleport into a command grab. Will go through projectiles in the middle of its animation. If used late, you will be hit out of start up. This is better used as a read vs. projectiles, and the qcb+P counter is more of a reaction tool.
- dp+A will hit opponents in juggle states, dp+C will not. I assume this is to prevent the ability to loop dp+C~A+B, dp+C~A+B, etc. in the corner indefinitely.
- f+A command attack can be canceled into dp+C on the second hit and connect, which seems to lead to his biggest midscreen damage opportunities (c.B, s.B, f+A xx dp+C~A+B...)
- Best super to use for ending combos appears to be qcf, hcb+P. Higher damage than his other two options, and seems connectable in most situations.
- f,b,f+P only seems to have uses in the corner. Affects damage scaling too much and knocks back too far for it to have mid screen applications imo. Can link a dp+A afterwards in the corner without having to spend drive.
- Should note that because backdash is airborne, you can backdash into air hcf+K instantly to catch people chasing you. This leads to juggle opportunities in the corner, haven't tested midscreen.
- j.B, j.D, and j.CD all cross up. the j.CD crossup looks hilarious, because they will be pulled towards the direction of your jump arc, even though you hit them from behind.
Overall impressions:
Lots of damage output and pressure. Doesn't need much meter to inflict a lot of hurt. I don't think he really needs to activate HD mode unless you really need to go in for the kill. My midscreen BnB for 1 meter (no drive) does 401. He hits like a truck.
Edit: Oh yeah, don't throw fireballs at him. Like, EVER.
hihihi: orbit should invest in an air conditioner for t6
noodleman: yea, trade the horse game for an air conditioner.
coveguy: yes, cuz ya know, so many ppl want to buy that horse game... -_-
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So basically as I see it, if you want lock down pressure and damage, go with Takuma. If you want good hit confirms, better anti air options, and an easier time getting in, go with Mr. Karate. Both are solid options and I'd say pretty even in terms of ability, it's just a matter of play style.
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0 • Off Topic Disagree Agree LikeJohnGrimm: Knocking people away isn't a huge concern, imo. You can link TK EX air hcf+K into itself for full screen corner carries off of hit confirms, if you have the meter. If you want screen position, and have meter to spend, it's yours for the taking. Still, a worthwhile comparison. I haven't dabbled much with Takuma as I am new to the KoF series, so it's nice to get the comparison for people stuck making the Takuma vs. Mr. Karate choice when constructing their teams.
noodleman: yea, trade the horse game for an air conditioner.
coveguy: yes, cuz ya know, so many ppl want to buy that horse game... -_-
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0 • Off Topic Disagree Agree LikeThat personally seems like a lot of meter for a corner carry to me. Generally if I want to get someone in the corner I don't want to use more than one meter and maybe a drive. Even still, ending a block string with fireball pushes you out to half screen making it very difficult to keep the pressure on where as with Takuma you're still in perfect positioning to make sure your opponent can't jump or roll out of the corner or to keep you in mid screen. He has pretty much no other safe specials, so you're going to be relying on his normals entirely, which isn't necessarily bad since his normals are pretty good, but then you're susceptible to reversals.
Also, I feel that super jump cancelling is pretty worthless right now. Unless I see someone come up with a really ambiguous cross up setup that's also a safe jump, I'm not buying it. The combos into TK Hien are kinda gimmicky, EX as a wall carry is alright, but other than that they don't seem to be optimal combos.
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0 • Off Topic Disagree Agree Likec.B, s.B, f.A xx dp+C~A+B, TK hcf+B, qcf, hcb+A
401 damage, 1 bar, works anywhere on screen. Definitely practical applications.
Edit: fixed combo notation.
noodleman: yea, trade the horse game for an air conditioner.
coveguy: yes, cuz ya know, so many ppl want to buy that horse game... -_-
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0 • Off Topic Disagree Agree LikeEdit: Credit to t3h mAsTarOth...!on the DC forums for that midscreen BnB btw. I didn't innovate it.
noodleman: yea, trade the horse game for an air conditioner.
coveguy: yes, cuz ya know, so many ppl want to buy that horse game... -_-
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0 • Off Topic Disagree Agree Likej.D, cl.C, f.A (2 hit) xx DP+C~AB, j.HCF+B, DP+A DC j.HCF+B, DP+A, QCF, HCB+A
That's the best corner BnB I found.
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0 • Off Topic Disagree Agree Likenoodleman: yea, trade the horse game for an air conditioner.
coveguy: yes, cuz ya know, so many ppl want to buy that horse game... -_-
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0 • Off Topic Disagree Agree LikeTried this for a bit too. One thing I learned is that instead of doing the TK hcf+B, you can do hop B and mixup from there with a grab, hop attack, hop then low, etc.
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0 • Off Topic Disagree Agree Likenoodleman: yea, trade the horse game for an air conditioner.
coveguy: yes, cuz ya know, so many ppl want to buy that horse game... -_-
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0 • Off Topic Disagree Agree LikeB is short range, D is further range, EX tracks, you can't combo into it, it's a true command grab, you can't drive cancel it from what I can see, it's just a mixup tool. Could be good for catching rolls if someone finds an option select for it, otherwise it's pretty meh. There's some use for going through fireballs as well.
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0 • Off Topic Disagree Agree LikeWorth noting: the animation for the B and D versions are identical to his run/dash animation. I believe this will be useful for mixups in frame trap situations. Teach your opponent to block in certain situations where you have time to run in and attack. The next time you set this situation up, go for hcb+K throw instead. This trick is obviously not useful with the EX version, which animates with a flash and goes invisible.
B and D versions are identical in terms of range (2/3 screen) and damage (both 133). EX version is full screen and does 188. (Just tested this JohnGrimm, I thought the range was different too, but it's not).
Re: Position - He's really so versatile I can see him being used anywhere. My preference is somewhat based around the fact that I already have someone in mind for that slot on my team, which leaves him to occupy one of the other two. His meter -> damage output efficiency is scary.
Question - Bad Matchups?
I said before (maybe in the GD thread) that I don't really think he has bad matchups, but I'm rethinking that. I believe he may have difficulty getting out of the pressure of characters like K' and Kula, who have very good mid range pokes that out-range most of Mr. Karate's normals. This may require smart countering and/or use of dp+A (or EX) invincibility, but those both seem like risky options.
Thoughts?
noodleman: yea, trade the horse game for an air conditioner.
coveguy: yes, cuz ya know, so many ppl want to buy that horse game... -_-
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0 • Off Topic Disagree Agree Like(Corner) j.CD (counter hit), qcf+C~f,f, qcf+A*, dp+A DC air hcf+B, qcf+A, qcf~hcb+A(+C)
560 for the level one. 650 if you EX the final super. I often get counterhit j.CD against opponents eager to get out of the corner.
* = If you don't want to get qcf+C~f,f, f~hcf+P (which you will get, and which will not juggle) you need to delay slightly between the dash cancel and the qcf+A. That's what worked for me, anyway. This combo really punishes opponents trying to stick out moves or jump out of the corner.
Grimm: Yeah we're going to have to let Mr. Karate's place in the metagame unravel a little more before we figure out his good and bad matchups, but he's not quite the jack of all trades, and seems prone to being zoned at mid range.
Oh, was also experimenting with resets into EX qcf+P. The only way to combo after this crushes guard is to spend 50% Dream and Super Cancel it into qcf~hcb+P. You could do other supers, but this is the best damage. Remember: you can only DC a special on a hit, which the guard crush does not count as (though it does do 16 damage which I assume is chip). I've got a few resets down, but they're not very meter efficient, and I will probably use them more to troll/style on people than actually boost damage.
noodleman: yea, trade the horse game for an air conditioner.
coveguy: yes, cuz ya know, so many ppl want to buy that horse game... -_-
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0 • Off Topic Disagree Agree Likenoodleman: yea, trade the horse game for an air conditioner.
coveguy: yes, cuz ya know, so many ppl want to buy that horse game... -_-
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0 • Off Topic Disagree Agree Likej.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.
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0 • Off Topic Disagree Agree Likej.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.
noodleman: yea, trade the horse game for an air conditioner.
coveguy: yes, cuz ya know, so many ppl want to buy that horse game... -_-
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0 • Off Topic Disagree Agree LikeEx 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.
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0 • Off Topic Disagree Agree Likehttp://www.twitch.tv/jaimedl = Garou MOTW Streaming + other SNK games
"Playin kof" - deadly_magneto aka Pignuttz aka ||PIGG||
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0 • Off Topic Disagree Agree Like- 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.
That's all I have to say at the moment.noodleman: yea, trade the horse game for an air conditioner.
coveguy: yes, cuz ya know, so many ppl want to buy that horse game... -_-
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0 • Off Topic Disagree Agree LikeYou 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
SSF4AE - Makoto, Oni, Twins :(
SSF2T - Guile, O.Hawk
KOF XIII - Takuma, Andy, Terry, Shen
KOF 2002/UM - Terry, Gesse, Ramon, Vanessa, K'
Please Feel Free To Hate On Me...
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0 • Off Topic Disagree Agree LikeI'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?
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0 • Off Topic Disagree Agree Likenoodleman: yea, trade the horse game for an air conditioner.
coveguy: yes, cuz ya know, so many ppl want to buy that horse game... -_-
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0 • Off Topic Disagree Agree LikeSomething I made.
Team IFD Stream @IFDhumbag
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0 • Off Topic Disagree Agree LikeI'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.
SFIV: Cody / Fei Long
P4A: Kanji
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0 • Off Topic Disagree Agree LikeWell, that makes it easy then :).
SFIV: Cody / Fei Long
P4A: Kanji
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0 • Off Topic Disagree Agree LikeIt looks amazing but it's so slow, I can't really see many opportunities where it might be safe.
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0 • Off Topic Disagree Agree LikeI 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?
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0 • Off Topic Disagree Agree LikeYouTube: "The NapTown Fighting Game Network"
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0 • Off Topic Disagree Agree LikeYou could jump it or back dash it, right?
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0 • Off Topic Disagree Agree LikeBut honestly I don't see anyone using this strat in the future....I guess we'll see.
YouTube: "The NapTown Fighting Game Network"
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0 • Off Topic Disagree Agree LikeGiven the damage karate gets for a dp-break combo I wouldn't blame said players.
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0 • Off Topic Disagree Agree LikeI thought it was obvious I was agreeing with you...?
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0 • Off Topic Disagree Agree LikeIs 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.
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0 • Off Topic Disagree Agree LikeNo 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...
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0 • Off Topic Disagree Agree LikeAlso 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.
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0 • Off Topic Disagree Agree Like412369+ (B) is the usual input. Remember to hold down B for the added input buffer.
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