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{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* | * '''Fast walking speed:''' SMK is thankfully not lacking in mobility, letting him move around easier to better escape bad situations or pressure the opponent easier. This includes wall jumps in the rare event he needs to escape the corner. | ||
* '''Obnoxious zoning:''' There's a few ways SMK can zone: giant Haoh Shou Kou Ken fireballs, a series of 3 said fireballs in rapid succession, or his palm blasts. While these are punishable, their massive hitboxes and ability to mix up their speeds makes approaching SMK difficult, especially with max mode cancels. | |||
* | * '''Able to charge his own meter like in Art of Fighting:''' A huge saving grace for SMK, he can manually charge up his own meter, allowing him to obtain meter from one more additional source when possible and giving him max mode uptime sooner. This brings another problem where if he fully charges his meter, he automatically enters max mode as a result, but it's a helpful boon. | ||
* | * '''Can punch out normal projectiles:''' Not all that practical, but a unique feature to him and another nod to AOF where you could punch out projectiles. This can occasionally prove useful for him when timed right and save meter for max mode instead of taking the hit or using front step. | ||
* | |||
* '''A few unblockables up his sleeve:''' SMK's unblockables aren't very potent but can potentially help open the opponent up against weaker level players. The real meat of his unblockable game, however, is his unblockable exceed. A ranbu super that, though not nearly as terrifying as Shin Akuma's exceed, is easy to setup yet leads to massive reward, on top of being active for quite a long time and thus being difficult to avoid. Use it at the right moment, and it guarantees the round for SMK. | * '''A few unblockables up his sleeve:''' SMK's unblockables aren't very potent but can potentially help open the opponent up against weaker level players. The real meat of his unblockable game, however, is his unblockable exceed. A ranbu super that, though not nearly as terrifying as Shin Akuma's exceed, is easy to setup yet leads to massive reward, on top of being active for quite a long time and thus being difficult to avoid. Use it at the right moment, and it guarantees the round for SMK. | ||
* '''Max Mode makes him a monstrous threat:''' For better and worse, max mode is SMK's identity. When he does have access to it, he has amazing pressure and good combo potential to work with, on top of unlocking much higher damage in his kit that in some matchups, he dictates the pace of the match by himself. | |||
| cons= | | cons= | ||
* '''One of the hardest characters in the game:''' In short, SMK is a character who requires careful meter management and cannot afford to waste even a small amount of max mode meter. A very unique character, but one who has very high highs, low lows, and repeated periods of downtime when he doesn't have access to most of what makes him function. And when he's in that downtime, there's little he can actually do. | * '''One of the hardest characters in the game:''' In short, SMK is a character who requires careful meter management and cannot afford to waste even a small amount of max mode meter. A very unique character, but one who has very high highs, low lows, and repeated periods of downtime when he doesn't have access to most of what makes him function. And when he's in that downtime, there's little he can actually do. | ||
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* '''Lost his running grab:''' A minor downside, but the lack of an extra mixup for SMK can make it more difficult for him to open opponents up, on top of having fewer tools to work with in neutral. | * '''Lost his running grab:''' A minor downside, but the lack of an extra mixup for SMK can make it more difficult for him to open opponents up, on top of having fewer tools to work with in neutral. | ||
* '''Has to rely on really repetitive strategies outside of Max Mode:''' When he lacks access to max mode, SMK neutral boils down to spamming fireballs, baiting with Hien Shippuu Kyaku, resets, or just running away. SMK players tend to pick their poison and hope for the best, because while not defenseless, everything SMK has becomes a lot more committal. | * '''Has to rely on really repetitive strategies outside of Max Mode:''' When he lacks access to max mode, SMK neutral boils down to spamming fireballs, baiting with Hien Shippuu Kyaku, resets, or just running away. SMK players tend to pick their poison and hope for the best, because while not defenseless, everything SMK has becomes a lot more committal. | ||
* '''Cannot cancel anything without Max Mode:''' No, not even lights. SMK cannot cancel anything without max mode, therefore making it the single most important mechanic to bring everything together. And because of the lack of any cancels, this oversimplifies what he can do in a bad way. Which is to say nothing meaningful. | * '''Cannot cancel anything without Max Mode:''' No, not even lights. SMK cannot cancel anything without max mode, therefore making it the single most important mechanic to bring everything together. And because of the lack of any cancels, this oversimplifies what he can do in a bad way. Which is to say nothing too meaningful. To make things worse, he has almost zero combos without Max Mode, only leaving you with a follow-up after Hien Shippuu Kyaku. | ||
* '''You must save meter for Max Mode:''' Not having the ability to pop max mode whenever he needs severely hurts SMK's full potential. Saving up the meter is the easy part, he has a whole slew of specials and even a manual meter charge, let alone he never spends it for supers. But the forced downtime between max mode and recovering it is what greatly hampers his momentum and makes it difficult to maintain. It also makes using GCFS a steep cost, regardless of the amount of meter used. | * '''You must save meter for Max Mode:''' Not having the ability to pop max mode whenever he needs severely hurts SMK's full potential. Saving up the meter is the easy part, he has a whole slew of specials and even a manual meter charge, let alone he never spends it for supers. But the forced downtime between max mode and recovering it is what greatly hampers his momentum and makes it difficult to maintain. It also makes using GCFS a steep cost, regardless of the amount of meter used. | ||
* '''Is abysmal without Max Mode:''' He's trash and feels like it when you don't have max mode active, arguably bottom 3 even. Max mode is this character's entire identity, take it or leave it. | * '''Is abysmal without Max Mode:''' He's trash and feels like it when you don't have max mode active, arguably bottom 3 even. Max mode is this character's entire identity, take it or leave it. |
Revision as of 16:59, 25 December 2023
本気になったMr.カラテ, Honki ni Natta Mr. Karate | |
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Difficulty | Easy Execution, Hard Gameplay |
Max Mode Needed? | Essential |
Tier Placement | Pretty Good (B) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Introduction
Serious/Shin Mr.Karate (SMK for short), or in Japanese known as "Honki ni Natta Karate," is a beefed up version of the classic AOF boss. If you're an Art of Fighting fan, good news: Serious Mr. Karate is loosely based off of his AOF1 iteration. He can jump off walls, has only his Exceed super, huge Haoh Shou Kou Ken fireballs, hard-hitting attacks, etc. Whether SMK is considered a good character or not, let alone if he's better than normal Mr. Karate, is very debatable and, depending on who you ask, boils down to eye of the beholder. Two things are certain, though: he's definitely not a god tier, and without Max Mode, he's borderline garbage. Give him Max Mode though, and in the right hands he can pose a threat. While not the most unorthodox, he is still a pretty interesting boss character with his heavy Max Mode reliant gameplay and unique move list.
How to select Serious Mr. Karate (Outside of Super Plus)
- Do these inputs below, before the timer reaches 10 (AES Only):
- (While holding start) Up, Left, Up, Down, Right(2x), Down, Left, Up, Left, Right(2x), and press a button to select him
- Console Method: Hold R1/RT above Kasumi Todoh
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Important note to remember: Serious Mr. Karate cannot normal cancel his normal moves, but he can Free Cancel them in Max Mode.
Far/Close Normals
Important note regarding Serious Mr. Karate's close and far normals: A, B, and D are nearly identical in their close and far versions, however both versions of A have very slight differences in frame data. Close and far kick buttons have different hitboxes depending on proximity.
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 4 | 4 | cl.A= 4 ; st.A= 5 | 12-13 | cl.A= +4 ; st.A= +3 | cl.A= +2 ; st.A= +1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 5 | 9 | 20 | -2 | -4 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 16 | 24 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 3 | 10 | 19 | +7 | +5 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 14 | 6 | 16 | 36 | -2 | -4 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 3 | 7 | 14 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 3 | 11 | 20 | -2 | -4 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 2, 3 | 17 | 28 | -2 | -4 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 3 | 21 | 35 | SKD | -6 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 13 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 6 | nj= 12 ; dj= 16 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 5 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 4 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 8 | - | - | - | - | - | |
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Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcf A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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fbf A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
fbf C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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[db]~f B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[db]~f D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
98? | 98? | Unblockable | 0 | 0 | 0 | X | 11+11 | 26 | 48 | 96 | SKD | X | No invul on whiff, Full invul only if exceed connects | |
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Strategy
Basic Strategy
Shin Karate's gameplan
His gameplan is simple. It's called "Max Mode", the only way to do damaging combos and loops, and you just need to hold 3 buttons to get into it. He is an offensive character(Not agressive), but if he's being pressured, he can hardly escape. Don't worry about defensive options too, he has good(And very fast) anti-airs to use in his arsenal. In the normal mode, the best thing he can do are only D Hien Shippu Kyaku combos, negate projectiles with a single punch, charge his meter and GCF+grabs. His Exceed is something good(And important) on his arsenal, only because it's unblockable(You can better use it as a meaty on the opponent's wakeup), but it won't be good to use after normals/Command/Special Moves(You'll just lose the Exceed). To play him, you can be agressive, or even patient, which is good, because Shin Karate is a character with a big arsenal(but no Supers) to use on the offense or in the defense. Good luck in your matches.
Advanced Strategy
Resets (Part of the things below were a little copy and paste from the normal Karate's sections)
Resets are really important in this game, and the characters who have moves with juggle properties(Like Shin Karate) are almost experts on that. The normal Mr. Karate has 2 good resets(Or even more) to use in a match(But only midscreen ones). Shin Karate has some too, and I'll put here one to use in the normal mode, and other in Max Mode. Now for the normal one:
(Corner only? I think you can do it on midscreen, but I can't confirm) Charge db, f+D, walk a little forward, Any Normal(The best to use are the s.A/B, and the cl.C), (While your opponent is landing) Exceed
Really easy for a normal mode reset. The fact that the Exceed is unblockable makes you want to do it(Hit-confirming the Exceed is the best thing ever). Now for the Max Mode one:
(Corner only? Yeah, the question still stays) [Jump Attack(If you want to use it, charge db, and watch out if you crossup)] cr.C(You can charge db before it too), (Stop charging db) f+D, Do the loop number 4 and when you want, after any QCF+A, Any normal, (While your opponent is landing) Exceed
Another hit-confirm to the Exceed. The cr.C is better for punish situations. If you don't like loopss, you can use this instead:
(That question again) [Jump Attack(You know what would be here)] cr.C(Again, you know), (Stop charging db) f+D, DP+C/QCF(2x)+K(max cancel the second hit into) QCF+A, Any normal, (While your opponent is landing) Exceed
A little easier to do, and... Good luck with this, it won't be hard for you. Now, practice, and be the best.
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X - crossup preferred,) st.A x3-4, cr.B | TBA | TBA | TBA | TBA | His best Light Attack chain. With the Jump Attack crossup, you can get up to 6 hits with this simple link, but you can't combo after the cr.B. It can be useful to stun your opponent. |
[db]~f D, Almost any follow-up, (meaty Exceed on KD) | TBA | TBA | TBA | TBA | Another simple combo on the normal mode. Nothing very special, because you already know that the D Hien will put your opponent in that juggle state. The only moves that can't combo with it are: b+A/B(That stop animation won't help you), df+D(It's better when your opponent is on the ground, really), the same move(Just imagine how broken he would be!), the QCB(2x)+P(It can be used only near from the opponent, but only if he/she is standing), and the 2 versions of the Haoh Shikou Ken(The normal counterpart could combo with them... Strange...), and the Exceed(Strange too). The best followup for it is the f, b, f+P(It's the most damaging, and easiest one), but you can use the other ones. |
Max Mode Combos
Serious Mr. Karate combos will not list most of the free cancels of Max Mode combos, only because it'd be redundant when almost everything in the combo is done via free cancelling his attacks.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cr.A/cr.B, dp A, (meaty Exceed on KD) | TBA | TBA | TBA | TBA | Simple link to use, but he has better options to use. You can use this combo everywhere too. The combo will only work with the cr.B if you crossup with the Jump Attack(If you want more damage and a low-hitting move, I mean). |
(j.X,) cr.C, [db]~f D, Any follow-up / fbf P, (meaty Exceed on KD) | TBA | TBA | TBA | TBA | Good damage on this one(Better with a Meaty Exceed). It's used with the normal counterpart too. Can be used as a BnB for his game if you don't like loops. |
[dp C(2), qcf x2 K(2),]xN | TBA | TBA | TBA | TBA | This is his main loop - the DP loop. He has some others, but I'll put only this one, because it's easier to do. You can use this everywhere too. There are some variations for this combo too, I'll put (Some of) them below. After the Max Mode ends, you can add a Meaty Exceed if you want, or if your opponent gets a stun, you can begin charging(To get on Max Mode again), hit your opponent with any combo ending with a knockdown(Won't matter if he/she recovery rolls), and do a meaty Exceed(Can insta K.O your opponent). If you want to begin with QCF(2x)+K, go ahead, the loop will work in the same way. |
[db]~f D, dp C(2) / qcf x2 K(2), [(C)qcf P (whiff), dp C(2) / qcf x2 K(2),]xN | TBA | TBA | TBA | TBA | A simple variation with the D Hien. Even if you learned the combo above, it can be a little hard to do. If you want, you can add the beginning of the combo number two(You'll get 2 more hits) and a Meaty Exceed after the combo(For more damage). |
(Corner only) DP Loop, qcf A, cr.C, [db]~f D, fbf P, (meaty Exceed on KD) | TBA | TBA | TBA | TBA | A corner variation to use after the basic loop. Pretty hard to do, but if you can do the loop, you can land it on a stunned opponent in the corner(Or even to punish). |