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.
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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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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- | - | 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 | |
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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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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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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 | |
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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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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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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 |
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(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 |
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(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). |