Mr.カラテ, Mr. Karate | |
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Difficulty | Easy |
Max Mode Needed? | Doesn't Need It |
Tier Placement | Solid (B+) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Introduction
Mr. Karate, the hidden identity of Takuma Sakazaki, is a boss in the first Art of Fighting game, revealed to later be Ryo Sakazaki and Yuri Sakazaki's father. However, here he claims to not be Takuma. He's one of the stronger shotos in SVC thanks to a well-balanced moveset and ease of use, and - shockingly - they gave Mr. Karate a DP!
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. |
Moves List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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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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- | - | 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 | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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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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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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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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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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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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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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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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- | - | 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 | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | - | - | - | - | |
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Command Moves
Hisha Otoshi
- b+A - Bad move, really. It can negate normal projectiles, but you have better options to do that. This move isn't useful in combos(Even in Max Mode) too, so it should be better if you avoid it.
Oniguruma
- f+A - (If used alone) A really fast move that knocks down the opponent. You can poke with this move(It will not whiff on low crouching chars, and it's fast). It can be canceled too. (If used after a normal) A really fast attack that cannot knock down your opponent. It's the best to use in combos, but it can be a little hard(You know, that combo options thing). This move's properties(It's in the beginning) can be used even after a normal(Do any cancelable normal, wait a moment, f+A. The timing is different for each normal), and you can combo(With a knockdown).
Kawara Wari
- f+B - (If used alone) A non-cancelable overhead like Ryu's. You can use this in wakeup mixups. (If used after a normal) A simple, and non-cancelable move(But you can cancel it in Max Mode). If you delay the cancel, you can make this move an overhead, and no, unlike in the f+A, you cannot combo in this way(Just try to do like a meaty cr.B, wait a moment, f+B. It's simple to do, and it's an overhead after a low, that's a nice thing to use in mixups).
Special Moves
Ko'ou Ken
- QCF+P - The classic Kyokugen projectile. It's pretty fast to use, can be used in basic combos(It can combo with the cl.Heavy attacks, and with all of the Command Moves). C version is faster than the A version, and it's nice if you want to alternate between them. It's good to see that he doesn't have his invisible projectile here.
Zanretsu Ken
- f, b, f+P - Takuma starts to punch the air until it hits the opponent while he isn't blocking. It's a 13 hit move(That's his record guys). The C version stays for a longer time than the A version, but if the move connects, the versions are the same in animation, and in damage(Unlike Ryo). Your opponent will gain meter while Mr. Karate punchs him, so watch out when you use it(And Mr. Karate will gain meter only when he begins the punching). Can be used as a followup to the last Special move in this list.
Kohou
- DP+P - This is the Kyokugen-Ryu's DP. It's really good that he got this move in his bag. Can be used in combos, but it's better if you use it defensively(As an anti-air). Can be used as a followup to the last Special Move in this list.
Mouko Burai Ken
- QCB+P - A punch that will come out after some autoguard frames. I don't know why, but you can actually cancel the punch in Max Mode(Like Dan), but I don't know if it can combo. The damage is really good too. Can be used as a followup to the last Special Move in this list.
Shouran Kyaku
- HCB+K - This is a great grab. Why? He runs(And we can't run in this game, we can only dash, and he isn't the only character that can run with Special Moves in this game). Takuma had it since the first KoF games, and it's good to see it here. He is vulnerable while he's running. D version will run longer than in the B version. This move can be better used against turtlers.
Hien Shippu Kyaku
- Charge db, f+K - The classic Kyokugen kicks. This is where you will make your combos(That's why his combo options are very limited). The D version is better to use in combos, because it does more hits than in the B version, more damage, and can juggle(The juggle isn't like in KoF'94). More info about the best followups will be in the combos section.
Super Moves
Kyokugen Kohou
- QCF(2x)+K - Super version of his DP. Pretty good to use in combos(More details in the combos section). In the "Shin" version of Mr. Karate, the first two hits of this Super(In the Boss's case, Special) move can be max canceled, but with this version, he cannot.
Haou Shikou Ken
- f, HCF+P - The classic(And not invisible this time) Kyokugen's Super projectile. You can delay the release of the projectile by holding the button pressed. A version travels slower than in the C version(The C version is nice to use against projectile abusers). Mix between them to confuse your opponent. Delaying the release of the projectile cannot increase the damage of the Super.
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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The Basics
Mr. Karate's Gameplan
Mr. Karate is a simple character to use. So what now? It should be better if you play defensively with him, but without turtling and walking backwards/blocking low everytime. You can be better with him if you master the GCF thing. So... How can I be defensive with him? I just need to spam his DP?" Not exactly. You have other good defensive options, like the HSK Super(For some characters, it's very hard to jump over it), the f, b, f+P(You can use it as an anti-air too, and it can counter some Supers too), the DP Super(Yeah, you can anti-air your opponent while doing THAT damage), and finally, the QCB+P(The autoguard startup can help you a lot against some characters). But don't worry, you have offensive options too, like the DP Super(It can be used in some combos), his Charge db, f+D(Good part of his combos will have it), your Command Moves(Except for the one who can negate normal projectiles), and the Running Grab(Nice against turtlers), but remember, don't be an agressive player with Mr. Karate, or you'll pay. If you want to alternate the time you want to be offensive, and the time you want to be defensive with him, go ahead, and good luck in your matches.
Some combos
Well... Mr. Karate isn't that combo friendly, but his options are good, and I'll put only the best options here. If you know more combos, add them here.
1- [Jump Attack] cl.C, QCF+P
Simple combo. Do it when you need. Only that.
2- [Jump Attack] cr.C,(After the charge) f+D, QCF(2x)+K/Exceed/DP+P
This is a nice combo to use if you want to punish your opponent. The DP+P is just one of the options to when you don't have meter/Exceed to use. This is one of Mr. Karate's most damaging combos(With the Super/Exceed, I mean).
3- (While you're far away from the opponent, and he/she is in a jumping state) f, HCF+A(It needs to hit him/her while he/she is jumping), Exceed
This isn't really a combo that you will use everytime, but it's possible to do anyway. You don't really need to learn this.
4- [Jump Attack] cl.A, cr.B, QCF(2x)+K
The most simple way to combo into the DP Super. Pretty good to use if you don't like charging a button. You can do it everywhere too.
Advanced Strategy
What to do in Max Mode?
Well... Mr. Karate cannot do good Max Mode combos, so... What to do? You have max cancelable moves, like your QCB+P(You cannot combo after it), and your DP(It can be max canceled, but if you can do a Special Move in 1-5 frames without those macros, go ahead). It should be better for him if you just do Supers in Max Mode.
Resets
Resets are really important in this game, and the characters who have moves with juggle properties(Like Mr. Karate) are almost experts on that. And he have 2(As I know) possible reset combos(I saw them in a video, and I could prove that they are possible). Now for the first one(You can add here if you know some more interesting resets):
(Midscreen only) Charge db, f+D(You can add a cr.C before it if you want more damage), High Jump(In the opponent's direction), j.C, dash,(When your opponent is in the ground) cr.B, QCF(2x)+K
Really good to use when you can. It's really easy to land(You can punish easily with that Charge move), and the damage is very good. It should be better if you practice it. The bad is that this reset combo can only be done while you're in midscreen(It isn't good in the corner because you'll need to dash). The dash is the most important part, because it can confuse your opponent(It can make him block in the wrong direction). Now for the second one:
(Midscreen only) Charge db, f+D(Here, you can add a cr.C too), dash, cl.C, Jump, j.D(As a crossup), cr.B, cl.A, f+A, DP+P
This reset is little harder than the first combo above, but it's good if you don't have meter. The damage is really good too(A little more than half of one bar, and that's the damage of some Supers). Mr. Karate's combos and resets aren't HUGE things, but they are good to see in a match, and that's one of the things that makes him a great character to use in this game. Oh, and if you're having trouble with one of the two resets, watch this video and jump to 2:27.