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=Moves List= | =Moves List= | ||
==Normal Moves== | ==Normal Moves== | ||
==Command Moves== | |||
:''b + A'' '''Hisha Otoshi''' | :''b + A'' '''Hisha Otoshi''' | ||
:''f + A'' '''Oniguruma''' | :''f + A'' '''Oniguruma''' | ||
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:''qcf,qcf + K'': '''S^ Kyokugen Kohou''' | :''qcf,qcf + K'': '''S^ Kyokugen Kohou''' | ||
:''f,hcf + P (can hold)'': '''S^ Haou Shikou Ken''' | :''f,hcf + P (can hold)'': '''S^ Haou Shikou Ken''' | ||
==Exceed | ===Exceed=== | ||
:''f,hcf + AC (can hold)'': '''X^ Chou Haou Shikou Ken''' | :''f,hcf + AC (can hold)'': '''X^ Chou Haou Shikou Ken''' | ||
=The Basics= | =The Basics= | ||
=Advanced Strategy= | =Advanced Strategy= |
Revision as of 22:09, 21 May 2016
Introduction
Mr. Karate... He was a boss in the first Art of Fighting game for those who don't know, and in the second game, it was revealed that he was Takuma Sakazaki(Ryo and Yuri's father) indeed, but we don't have any Takuma here(I mean, he claims that he isn't Takuma). He is nice in this game, because Takuma + Mask + Big nose = An overpowered fighter(He only fights for real inside of that mask, and remember that we have that "Serious Mr. karate" in this game). Now for his good and bad things.
Taku...Mr. Karate's Good and Bad Things
Good Things:
- Easy to play and learn(Can be one of the easiest to learn);
- Has a fast projectile;
- His dashes are fast;
- He got a DP(Takuma got a DP, thank you, SNK!);
- He still has that running grab(It's really important to him);
- No invisible projectile(That's really nice);
- Exceed can be charged.
Bad Things:
- No Ryuuko Ranbu(Ryo can use this move, and his master cannot? Thanks, Snk. Takuma could use it in his KoF versions.);
- His Command Moves aren't so good in combos(I mean, when you use them after a normal);
- His Supers cannot combo after a Normal/Command Move(But he can combo with the Supers);
- Can't even do good combos in MAXIMUM Mode(His bad things on him are only his very limited combo options, but without that, he is a great character).
Moves List
Normal Moves
Command Moves
- b + A Hisha Otoshi
- f + A Oniguruma
- f + B Kawara Wari
Special Moves
- qcf + P: Ko'ou Ken
- f,b,f + P: Zanretsu Ken
- f,d,df + P: Kohou
- qcb + P: Mouko Burai Gan
- hcb + K: Shouran Kyaku
- Charge db,f + K: Hien Shippuu Kyaku
Super Moves
- qcf,qcf + K: S^ Kyokugen Kohou
- f,hcf + P (can hold): S^ Haou Shikou Ken
Exceed
- f,hcf + AC (can hold): X^ Chou Haou Shikou Ken