SvC Chaos: SNK Vs Capcom/Serious Mr. Karate

From SuperCombo Wiki
"I get a little rough and you fold like a dollar bill!" By:Serious/Shin/A little rough Mr. Karate

Introduction

Mrkaratehonkifacesvc.png

This is Honki ni natta Mr.Karate, aka the Serious/Shin version of Mr.Karate(I'll call him Shin Karate here, because it's just easier), one of the most classic SNK bosses. He(In this version) was probably based off the first version of Mr.Karate(Where he was a boss), like: He can jump off walls here(In the first Art of Fighting game, every character could do that), has only one Super(His Exceed), and some other things. I don't know if he is better than his normal counterpart, but what I can say is that... He can be a boss character, but he is as strong as some other characters in this game(He isn't 100% broken, I mean, any character can win when against him in a player match). Now for his pros and cons.

Shin Karate's Good and Bad Things

Good Things:

  • Very fun to play(He is a boss with easy infinites, and easy infinites = fun for beginners);
  • Very nice walking speed(He is faster and jumps a little higher than his normal counterpart);
  • Has easy infinites in MAXIMUM Mode(Unlike his normal counterpart);
  • Can jump off walls;
  • Can charge his meter(Another Art of Fighting thing);
  • His normals are faster than his normal counterpart's normal moves;
  • Can stop normal projectiles with the tip of his LPs(Yeah, I'm not joking, and I think it's another AoF thing);
  • Has some unblockable moves(Not only his Exceed).

Bad Things:

  • Has no cancelable normals/Command Moves(But he can cancel them in MAXIMUM Mode);
  • Has the Ko'ou Ken from KoF 2002(I really don't like it, and it won't help you so much in this game, only to do one of his infinites);
  • Has no Super Moves(His normal counterpart's old Supers are now Special Moves, including his old Exceed, the Chou Haoh Shikou Ken);
  • Has no Far/Close animations on some buttons;
  • He isn't that good with Light Attack chains(Because he can't cancel normals, and he can't even think about canceling a Light normal in MAXIMUM Mode);
  • Has no Shouran Kyaku(Running Grab), unlike the normal version;
  • Can be very hard to learn if you don't like to play with infinites.

How to select Shin Karate

Oh, wanna have fun with him, but cannot even see his face? Simple. Just do these inputs below before the timer reaches 10(Possible only on the AES home version of the Neo Geo):

(While holding start) Up, Left, Up, Down, Right(2x), Down, Left, Up, Left, Right(2x), and press a button to select him

A little hard to do(You won't have so much time to do it, so... If you can't do it, use cheats, or search for a hacked version).

Moves List

Normal Moves

(Important note to remember: Shin Karate cannot normal cancel his normal moves, but he still can cancel them in MAXIMUM Mode)

s.LP - The Far and the Close versions are the same. It's the best starter for his Light Attack chains(It's the only way he has to begin Light Attack chains, and he can do good damage with them, I can assume), but will whiff those low crouching chars. It has the same speed as the normal Mr.Karate. Oh, did I said that you can make normal projectiles vanish with the tip of this move? I'll talk about this later.
s.LK - The Far and the Close versions are the same. Can be used as a finisher for Light Attack chains(Won't even whiff on low crouching chars, strangely enough). Can be used as a poke, or even to anti-air. It has the same speed as the normal Mr.Karate.
s.HP - (Far) Very fast to use as a poke. Only that. This move is faster than the normal Karate's. (Close) Just a punch. The recovery of the move is different from the normal version, but it still will be faster than the normal Karate's.
s.HK - The Far and the Close versions are the same. This move was Takuma's in the early KoF games(It was used as an anti-air, because he didn't had a DP). The normal Mr.Karate doesn't have this move.

j.LP - The Diagonal and the Neutral versions are the same. Shin Karate will do a punch exactly like his j.HP, but it will stay for a longer time, and will do less damage. The normal Karate's j.LP is different.
j.LK - The Diagonal and the Neutral versions are the same. Incredible move. Sadly, the normal Karate doesn't have it. It can crossup with ease, making it one of his best jump attacks. The reach and the angle in this kick are really helpful too. The normal Karate doesn't have this move in his arsenal.
j.HP - The Diagonal and the Neutral versions are the same. A simple punch with good damage to use on jump-ins. Nothing very special. The normal Karate's j.HP is exacly like this move.
j.HK - (Diagonal) Very tricky to use on combos due to the startup, but good anyway. Can be used to crossup too. The normal Mr.Karate can do this move. (Neutral) You won't be using this so much, but you can use this in neutral jump combos. The normal Mr.Karate has this move too.

cr.LP - This move isn't that useful when compared to the normal Mr.Karate's. It's slower, isn't that used in Light Attack chains(Due to the reach), and can't even chain into itself, or even other Light attacks(Unlike the normal Mr.Karate). You can stop normal projectiles using the tip of this punch(For ground-based projectiles).
cr.LK - The normal Mr.Karate doesn't have this move. It has great reach(It's probably the normal with the best reach on Shin Karate's arsenal), and it's faster than Mr.Karate's cr.LK. It's the best finisher for Light Attack chains(The reach is what helps).
cr.HP - It's the same as the normal Mr.Karate's cr.HP, but with better recovery. Good when used to anti-air while you charge db(Down-backwards).
cr.HK - A simple sweep that knocks down. Nothing very special.

Command Moves

Yoke Migi Seiken Zuki

  • b+LP - This move isn't that useful. Shin Karate will stop by a brief moment, and a little time after that, he will do a normal punch(With the same animation as his s.LP, but will push your opponent by a longer distance). While Mr. Karate is in the "stop" animation, he will have upper body invincibility(Only moves with a hitbox near from the ground can hit him). Unlike his s.LP, it will hit most crouching characters, and you can't make projectiles vanish with it too. You can't normal cancel it.

Ducking shite Mawashi Geri

  • b+LK - Same properties as the move above, but he will do his s.LK(With a sprite included). Like the move above, you can't normal cancel this move.

Jigoku Zuki

  • df+HP - Shin Karate will do a punch. It's pretty good, I can say. Why? It's an overhead, and can be the fastest of all ground overheads in this game. It will knock your opponent down, and you can't normal cancel it. Good to use on wakeup games.

Soku Gatana

  • df+HK - Shin Karate will do a kick that hits low, and will knock your opponent down. It's very fast too, you can use it on wakeup mixups.

Kiryoku Tame

  • Press(and hold) LP, LK and HP - Shin Karate will begin charging his meter as you hold the button, and he'll quickly stop after you release the button. While he's charging, the (kind of) blue energy that envolves him will negate normal projectiles(And some super ones), and he'll continue charging after the projectile hits. It can be dangerous to use against some characters(Like EQ with his Fat Guilty), so watch out. This move is very important to Shin Karate's game, and remember: In MAXIMUM Mode, you can use this move, but you won't get meter.

Special Moves

Ko'ou Ken '02

  • QCF+P - Do you remember Takuma's Ko'ou Ken? That invisible one? If yes, you know... That sucks a lot. Here, it is the same thing, but the "projectile" can negate some Supers too. It's very fast, but it won't help you so much on combos(But he has some possible ones). The projectile will come out faster in the LP version, but the it won't hit your opponent if he/she's full screen away(While the HP version can hit your opponent in there).

Zanretsu Ken

  • f, b, f+P - This move is one of the best in Shin Karate's arsenal. He will begin punching, and if he connects while he/she isn't blocking, Shin Karate will do 25 hits on the opponent(There's almost no difference between the versions, but Shin Karate will punch for a longer time if the punches are whiffing your opponent). It's one of the most damaging moves in his arsenal, and can be used as a followup for the HK Hien Shippu Kyaku. If your opponent blocks it, Shin Karate won't be pushed away from your opponent, and your opponent will stay blocking(And won't be pushed away from Shin Karate), where he/she can do a GCF when he/she wants. (Note: If this move was blocked, your opponent won't receive any damage). You can't even MAX cancel the last hit(Unlike Ryo in '02).

Built Upper

  • DP+P - This move is great. It's like a simple DP, but there are differences between the versions. The LP version will do only one hit(Two if it does a counter hit), can be comboed from the Light Attacks in MAXIMUM Mode(Only the Lights), and will make Shin Karate land faster(Can be MAX canceled too). The HP version will make him jump higher, and he will do 3 hits(Where the first 2 hits can be MAX canceled). This move is very good to use on his infinites.

Hien Shippuu Kyaku

  • Charge db, f+K - This move is good. The LK version will do only one hit, and you won't use it so much. The HK version is his combo source outside of MAXIMUM Mode(Like his normal counterpart), because the second hit will put your opponent in that beautiful juggle state(You can followup it with almost anything he has).

Kyokugen Kohou

  • QCF(2x)+K - This was a Super move in the normal Mr. Karate's arsenal. It can be used as a followup for the HK Hien Shippu Kyaku, and the first two hits can be MAX canceled(They have the same animation and properties as the HP version of his DP). There is an infinite involving this move too.

Kishin Geki

  • QCB(2x)+P (While near from the opponent) - What is this move...? I don't know, but the first punch is unblockable, and the other two can be blocked. This move is a little predictable(Your opponent can just jump/backdash to avoid the unblockable punch). (Note: You can't do it on a knocked opponent.)

Haou Shikou Ken

  • f, HCF+P (You can hold the button to delay it) - Super from the normal counterpart. There isn't so much difference between the two of them. The differences are: If you hold the button pressed, you'll get more damage(The normal Karate couldn't get more than the damage of a Super), and if you don't release the button, the projectile will be unblockable. The LP version will be slower, and a little easier to jump. The HP version is faster, and the jump timing can be almost impossible for some characters.

Chou Haou Shikou Ken

  • f, HCF+PP (can hold) - The normal counterpart's Exceed, but with some differences. First, the more hold the button, more damage you'll get, and if you don't release it, it will be unblockable, like the "Super" version. Another difference is that this move will do 2 hits by projectile(The normal Karate's Exceed could do only one hit by projectile. Oh, did I said that the normal counterpart's version of this move is faster, and if you hold the button, the normal will release the projectile after the Shin Karate? That's strange, but it's true.

Super Moves

No Supers for Serious Mr. Karate, sadly, but he has an Exceed to use.

Exceed

Chou Ryuuko Ranbu

  • QCF, HCB+PP - Hmm... This is a move that the normal Karate was needing... What can I say? This move isn't that useful for combos, but it's unblockable, and the damage is incredible. You can use as a meaty after any combo(Assuming it knocks your opponent down), or even while your opponent is stunned. Sadly, it can't be used to followup the HK Hien Shippu Kyaku.

The Basics

Shin Karate's gameplan

His gameplan is simple. It's called "MAXIMUM Mode", the only way to do damaging combos and infinites, and you just need to hold 3 buttons to get into it. He is an offensive character(With some damaging moves), 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 HK 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.

Some Combos (Without MAXIMUM Mode)

1- [Jump Attack(Works better if you crossup the opponent)] s.LP(3-4x), cr.LK

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.LK(I can't confirm that you can't, but it's almost impossible to combo after it, even in the MAXIMUM Mode). It can be useful to stun your opponent(If he/she has low stamina).

2- Charge db, f+HK, (Almost)any move [If you knocked your opponent down, Meaty Exceed]

Another simple combo in normal mode. Nothing very special, because you already know that the HK Hien will put your opponent in that juggle state. The only moves that can't combo with it are: b+LP/LK(That stop animation won't help you), df+HK(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 one).

Advanced Strategy

Match-Ups