Line 54: | Line 54: | ||
{{MoveListRow | | {{MoveListRow | | ||
: Kokyaku | kof.sp Ko'ouken, then f f | |}} | : Kokyaku | kof.sp Ko'ouken, then f f | |}} | ||
{{MoveListRow | Kohou | dp + p | kof.lp : 60 <br> kof. | {{MoveListRow | Kohou | dp + p | kof.lp : 60 <br> kof.sp : 60 + 38 <br> ex : 90+71 |}} | ||
{{MoveListRow | | {{MoveListRow | | ||
: Braking | kof.sp Kouhou, then kof.lp + kof.lk | |}} | : Braking | kof.sp Kouhou, then kof.lp + kof.lk | |}} |
Revision as of 22:14, 4 February 2012
Mr. Karate
In a nutshell
The infamous alter-ego of Takuma appears once again as DLC, having not been seen since SNK vs. Capcom: SVC Chaos. This "EX" version of Takuma plays like a combination of his 2002 self and the eventual successor to his fighting style: Khushnood Butt/Marco Rodriguez from Garou: Mark of the Wolves. While normal Takuma takes a balanced approach, Mr. Karate is pure, unadulterated rushdown. His DPs can be canceled for combo potential, and his fireballs are both invisible and can be dash-canceled from. He lost the ability to use his Hien Shippu Kyaku on the ground, but gained an old friend in the form of his Shoran Kyaku from '98. Your goal will Mr. Karate will be to constantly stay on your opponent, never letting up your pressure for one second until they are broken down, allowing you to go in for absurdly strong combos.
To select Mr. Karate, highlight Takuma and hit the Back/Select button after downloading him.
Video Walkthrough
Move List
Normal Moves
Hop: 40
Hop: 40
Hop: 70
Hop: 68
Hop: 80
Unique Attacks
Throw
Special Moves
ex : 100
- Kokyaku
kof.sp : 60 + 38
ex : 90+71
- Braking
ex : 188
ex dive : 180
ex : crumple
ex : 150
kof.sk : 50+38
ex : 60+66
Desperation Moves
Differences from Takuma
- Standing Heavy Kick has improved startup and recovery, which allows it to link into Standing Heavy Punch on hit.
- His new f+A command normal improves his damage from light hitconfirms, giving Karate better meterless damage options than Takuma.
- Most of Mr. Karate's normal attacks can be superjump canceled on hit.
- While Karate's normal are still stubby, the improved st.D and hitconfirms into f+A make his standard close game more threatening. However, Karate's fullscreen options are limited to countering projectiles to ultimately get in since he lacks a fireball.
- Has a qcb+P counter move which can be used to counter projectiles or teleport in on the opponent, though it doesn't counter low attacks.
- Has a 'DP' uppercut special. This gives him better reversal and anti-air options than Takuma, and with meter Karate has a Shin Shoryuken DM.
- Lacks an anywhere juggle move. EX Zanretsuken behaves like Ryo's.
- Lacks a fullscreen projectile, though his qcf+P does have a projectile hitbox which can nullify projectiles. In essence, it's an invisible Kouken.
- His command grab a running grab, so it's pretty telegraphed and punishable. When it does hit, it can't be canceled for extra damage, so Karate's grab pales in comparison to Takuma's.
Strategy
Move Analysis
Normal Moves
- Standing Light Punch () -
- Standing Light Kick () -
- Standing Heavy Punch () -
- Close Heavy Punch (Close ) -
- Standing Heavy Kick () -
- Close Heavy Kick (Close ) -
- Crouching Light Punch ( + ) -
- Crouching Light Kick ( + ) -
- Crouching Heavy Punch ( + ) -
- Crouching Heavy Kick ( + ) -
- Blowback Attack ( + ) -
- Jumping Light Punch (Air ) -
- Jumping Light Kick (Air ) -
- Jumping Heavy Punch (Air ) -
- Jumping Heavy Kick (Air ) -
- Jumping Blowback Attack (Air + ) -
Unique Attacks
Throw
Special Moves
- Ko'ouken ( + ) -
- Kouhou ( + ) -
- Shorankyaku ( + ) -
- Hakyoujin ( + ) -
- Zanretsuken ( + ) -
- Hien Shippukyaku (Air + ) -
Desperation Moves
Tips and Tricks
Combos
0% Drive
0 Bar
Team Order
1st position
Pros
Cons
2nd position
Pros
Cons
3rd position
Pros
Cons