Kara Distance Data


#1

I’ve provided a list here that shows how much range different moves add when they’re used for karas. The numbers here are truncated values from the game’s memory.

Moves in black can be used to kara lots of things, including throws.
Moves in purple are special-only karas; they can be used to kara EX specials of a higher priority, supers and ultras.

1 unit = 1 big training room square
(It’s the same kind of unit used for walk speeds on the wiki.)

Not every move is included; my logic here was mainly distance, so I added anything with the best range. However, if you know of a more practical kara for a character that isn’t listed here, I’ll add it. Also not on the list: “lenient” karas like the ones Sagat has, because they aren’t technically karas. I might add them later, though.

Abel
close LK
0.1648
far LK
0.0908
crouching HK
0.1738

Adon
close MK
0.3064
far MK
0
close HK
0
far HK
0.0975

Akuma
close HP
0.1260
far HP
0.1777
close HK
0.2935
far HK
0.0406

Balrog
Any Dash Punch (L/M/H)
0.1100
Any Dash Punch (EX)
0.1200

Blanka
close LP
-0.0090
far LP
0.2175
Forward Hop
0.2213

Cammy
close MK
0
far MK
0.0646
crouching MK
0.0306

Chun-Li
forward+MK
0.0600
Hazanshu (H)
0.0700
Lightning Kicks (EX)
0.2000

Cody
close HK
0.1020
far HK
0.1347

C. Viper
close HK
0
far HK
0.0031
Burning Kick (H)
0.0600
Burning Kick (EX)
0.0700

Dan
Dankukyaku (L/M/H)
0.0206

Dee Jay
close MP
0
far MP
0.0176
close MK
0.1384
far MK
0
crouching MP
0.0206

Dhalsim
crouching HK (slide)
0.0127

Dudley
standing HP
0.0699
Machinegun Blow (H)
0.4415
Machinegun Blow (EX)
0.5415

E. Honda
Hundred Hand Slap (H)
0.1200

El Fuerte
close MK
0
far MK
0.0111
close HK
0.0164
far HK
-0.0253

Evil Ryu
close HP
0
far HP
0.2204
close HK
0.1853
far HK
0.0764
crouching MK
0.3500
forward+MK
0.1320
Axe Kick (L)
0.3915

Fei Long
close HK
0
far HK
0.1022
forward+MK
0.0176
Rekkaken (H)
0.1668

Gen
(mantis)
close / far MK
0.2588
(crane)
close / far MP
0.0502
crouching MP
0.0625

Gouken
close MK
0.1525
far MK
0.0515
close HK
0
far HK
0.1913

Guile
close MP
0
far MP
0.1864
close MK (neutral)
0.2547
far MK (neutral)
0
crouching HK
0.1246
Flash Kick (ALL)
0.2373

Guy
close MP
0.0311
far MP
0.1350
close HK
0.2567
far HK
0.0060
downforward+HK
0.0732
Hozanto (EX)
0.1456

Hakan
forward+HP
0.0238
Oil Rocket (ALL)
0.1200 (not oiled)
0.1002 (oiled)

Ibuki
standing MK (neutral)
0.1749
crouching MP
0.2187
Kasumi Gake (ALL)
0.2500

Juri
close MP
0.1745
far MP
0.2661

Ken
forward+MK
0.4126
forward+HK
0.3253

Makoto
forward+LK
0.3356

M. Bison
close MK
0.0253
far MK
0

Oni
standing HK
0.2421
back+MP
0.2054

Rose
crouching HP
0.0197

Rufus
close HK
0.0500
far HK
-0.0426
Galactic Tornado (L)
0.0495
Galactic Tornado (EX)
0.0711

Ryu
close HK
0.1853
far HK
0.1036

Sagat
close MK
0.1201
far MK
0
forward+LK
0.0392

Sakura
close / far LK
0.0539
close HP
0.1948
far HP
-0.0149
crouching HP
0.1056
forward+MK
0.0191
Shouoken (EX)
0.1000

Seth
close LK
0
far LK
0.0882

T. Hawk
crouching HK
0.0045

Vega
close / far HK
0.2892

Yang
close / far HK
0.1036
Mantis Slash (H)
0.1886

Yun
NOTE: blue means during Genei Jin.
close / far LK
0
0.3500
close MP
0.1779
0
far MP
0.1218
close MK
0.0443
0
far MK
0.1778
crouching MK
0.1703
0.1530
forward+MK
0.1683
Lunge Punch (L, ALL)
0.3659
Shoulder (L)
0.2167
0.3404
Shoulder (M)
0.1685
0.3704
Shoulder (EX)
0.2467

Zangief
close HK
0
far HK
0.2206
Banishing Flat (L)
0.1300


Ye Olde English Pub: The Dudley Social
#2

Any chance you can put this in a Google docs somewhere? Then we can sort by most to least range, or vice versa.


#3

When Combofiend said that there was going to be a minor nerf to his Kara throw, I hope they don’t over-nerf the f+MK even though Iv’e been centering my block strings around the f+HK version for a while


#4

That’s not a bad idea. Wanna do it for me, Mingo? ^___^
In all seriousness, I’m pretty busy with stuff, and it sounds like it’d be a hassle to rewrite the list someplace else and keep track of it there too.


#5

hum…how are you suppose to kara with a crouching normal ?


#6

For a throw, you have to transition back to standing on the throw’s input frame. It’s pretty difficult, and I find it easier to move the stick to down back to back during the kara, instead of letting it return to neutral on its own. It’s not something that I would rely on though, unless you’re Sako.

Shodan, just maintain the list here and I’ll move it over to the wiki.


#7

Yay! Thank you!


#8

Would you be willing to give Blanka’s cr.hk and far st.hp data? Those are his other commonly used karas.


#9

close HP
0.0943
far HP
0.0170
crouching HK
0.0592

They’re all rather low on range, so I’m not sure if they should be added to the main post.


#10

can you try Deejays st hp and well as st lp kara?


#11

Cool stuff. So these are numbers from the game itself? Did you hack the PC version?


#12

Might as well. C Viper’s f.HK kara is listed in the main post, so even if there’s a threshold for effective range, it’s not like Blanka’s c.HK and s.HP fall below it.


#13

His LP doesn’t give any range. Far HP moves him back, and close HP is identical to close MK, except that Dee Jay needs to be closer to his opponent for it to come out (compared to close MK). There just isn’t a very good reason to use it.

Yes, these are numbers from the game’s memory on the PC.

No, it’s not like that; I didn’t have a threshold for range, rather, I listed each character’s best. For example, T. Hawk’s crouching HK is a terrible kara, but its his best. I suppose I could have written “does not have anything”, but would that have really given us anything more? That is why I would prefer to be given some rationale when adding moves with less range for characters who already have better alternatives.


#14

Well the cr.hk kara is actually needed for some setups, why I wondered is all.


#15

Do all moves kara cancel, or are only certain moves flagged? I imagine all moves can be kara canceled, but I wasn’t sure if the listed moves with 0 range had any significance.


#16

If we’re talking about normals, then yes, all moves can be kara canceled. The reason you see moves with 0 range is because they’re paired with another normal. Guile’s far MP is a decent kara, but if you get too close to the opponent, you will get the close version which has zero range. This can lead into a situation where you’re too far away for a regular grab, but too close for a kara grab using that normal.


#17

If you kara-cancel a normal into a special eg. Ken’s f.mk ~ DP and the opponent crosses you up at the moment you kara, which direction will the special go? The direction of the kara’d normal, or the direction of the opponent?


#18

The direction of the normal.


#19

Akuma’s karatrthrow with all his other offensive options is longer than vega’s karathrow when that is his only offensive option? gg capcom lololz


#20

It’s not a chart of kara throw ranges, it’s a list of how much range gets added. Akuma’s regular throw range is shorter than Vega’s, and kara canceling from close hk restricts how far you can do it from anyway.