SvC Chaos: SNK Vs Capcom/Mr. Karate

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Mr.カラテ, Mr. Karate
"My real identity? I'm the karate goblin!"
Difficulty Easy
Max Mode Needed? Doesn't Need It
Tier Placement Solid (B+)
Standing Hitbox ?
Crouching Hitbox Short

Introduction

Mrkaratefacesvc.png

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
  • Slightly faster dashes: Incredibly minor point, but Mr. Karate's dashes, both and forward dashes, are one frame faster than other characters, making his movement very slightly better.
  • Easy to play and learn: Mr. Karate is a traditional shoto through and through, and as such takes very little time to learn. At worst, you need to learn how to use his command normals or his optimal punishes, but is generally self-explanatory.
  • Fast projectile: Mr. Karate is able to comfortably play fireball wars thanks to having a fast and solid fireball to fight for space with or zone opponents out. It not only travels fast, but also starts fast, and recovers quickly, making fireball wars a cinch.
  • Finally got a DP: Historically, Mr. Karate and Takuma never had a DP, so they relied on other means to anti-air opponents, mainly normals. That's no longer the case in SVC Chaos, as Mr. Karate now has a solid DP to use with good reach to anti-air with. It has no i-frames, so he cannot use it to reversal, unfortunately, but it's something.
  • Running grab: Mr. Karate has access to a running grab in the event he cannot open the opponent up, or needs to mixup his pressure. It hits crouching opponents and does decent damage, as well, giving him one more way of playing aggressively or approaching the opponent when needed.
  • Super DP reversal: One of Mr. Karate's supers, a super DP, has a tall hitbox to it that makes it solid for anti-airs, but also comes with a ton of i-frames at the start, even when the active hitbox is out, and only becomes vulnerable after he starts rising. It makes a great reversal or a punish attack for rewarding damage.
  • Chargeable Exceed: For mixups or to ensure he lands all three hits, Mr. Karate can delay his Exceed when necessary, as opposed to immediately committing to it. It's a small but handy quality of life to his already strong exceed, especially for ensuring he can anti-air with it consistently.
  • Fundamentally sound character: Mr. Karate can do many things pretty well and isn't particularly suffering in any one area either. Even with bosses, he performs just fine and fits the overall pace of the game pretty well. If you want a reliable shoto, Mr. Karate has you covered. He plays both the grounded and air game pretty well, losing only to specialists.
  • Normals are a little situational: Mr. Karate's normals are good but have one or two issues that make them less useful in neutral. Some of the hitboxes on his normals are stubby, leaving him to use other normals instead, or are angled for anti-airs instead of being used in neutral. A few of his normals have somewhat lengthy startup, making them more situational.
  • Best light confirm locked behind late cancel f.A: Mr. Karate's best light confirm - and in some combos in general - requires using his f.A, but for it to get the desired outcome, a hard knockdown that gives him okizeme, the player has to slightly delay the f.A, making timing it harder. His light confirm combos otherwise hardly exist, without it.
  • Bland rushdown: Mr. Karate can play aggressively if he needs to, but his rushdown is one of the worst parts of his gameplay. He's better off playing defensively or with more zoning focused gameplay. Even though he has access to moves like Hien Shippu Kyaku or his running grab, he has to commit to his offense or work with simple mixups to open the opponent up.
  • Few super confirms: Mr. Karate has very few confirms into his supers, and in general they're hard to combo into, requiring he be way more aware of how he uses his meter to ensure he won't drop his combos or lose out on damage. Or even with Haoh Shou Kou Ken, it's not a great super in general, either.
  • Character specific combos: Besides few combos into super, Mr. Karate also has character specific combos due to hitbox wonkiness, which can be a major detriment to his gameplay.
  • Pointless Max Mode use: Mr. Karate gets no benefit from Max Mode beyond more supers. Whatever he can get from it makes no real difference from his gameplay, making him better off ignoring it to burn the meter for other purposes instead.
  • Loses to specialists: Overall, Mr. Karate is a sound character, but characters that specialize in zoning, or rushdown, or some other mix of factors, will win over him. He doesn't do any one thing amazingly well, making those matchups harder to win against. Plus, despite being in a very broken game, Mr. Karate is linear and simple. Almost as simple as Ryu in that sense.
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
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.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
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.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
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.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
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)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
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.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS (18 frames), and that's a rough estimate of the frame advantage when GCFS is performed. Do keep in mind that GCFS technically has a slight delay when the dash is performed even if you register the input as early as possible.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
  • It would only matter in situations where the attacker can punish GCFS attempts like with throws or multi-hit attacks, but even then, that's because the attacker canceled the blocked attack into another attack that the frame advantage of the blocked attack after GCFS no longer matters in that situation. All that matters, then, is the attack is cancelable at all.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 4 12 +4 +2 -
  • This is a nice move to use in his short combos. Can be cancelable, can't whiff on those low crouching chars(Unlike other cl.LPs in this game), and can even chain into itself. It's his best starter for light attack combos.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 4 9 18 -1 -3 -
  • Can be used as a light attack combo starter, but it's not the best to use. The cl.A is better, really.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 17 25 -1 -3 -
  • Fast, and good for combos.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 4 17 29 -1 -3 -
  • Avoid this normal. The cl.C is better than this move. It can be used as an anti-air, but it's risky to use.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 6 14 +2 +0 -
  • You don't need to use this. It's the opposite of cl.A, but with better reach.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 3 13 21 -4 -6 -
  • A fast anti-air. It's good to use for situations outside of DP.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 4 18 31 -2 -4 -
  • Good poke. It's better than the s.A too. It has a good reach, cannot whiff on low crouching chars, but can't be canceled.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 15 4 19 38 -3 -5 -
  • This is a poking move only. It's a little slow compared to the f.C, but you can use it. Mr. Karate walks a little forward when he performs this move, now it's up to you to choose what is better for him.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 3 9 16 +0 -2 -
  • Really bad in light attack combos. Can be used as a safe poke too.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 6 14 +2 +0 -
  • Almost no reach, but it's the best when used in light attack combos.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 2, 4 25 38 -11 -13 -
  • A slow anti-air move. You can use this or his DP. Can be used in punish combos too.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 4 21 33 SKD -7 -
  • A fast sweep. Can be used as low poke(Yeah, he can use only one low poke). Cancel it if you want meter.

Jumping Normals

nj.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 3 12 - - - - -
  • Neutral Jumping Attack
  • Pointless attack with basically zero reach.

j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 10 - - - - -
  • Diagonal Jumping Attack
  • Good to use as an air-to-air, or even a jump-in.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 9 - - - - -
  • Neutral Jumping Attack
  • A neutral air-to-air move. You can use when you need.

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 3 10 - - - - -
  • Diagonal Jumping Attack
  • Good jump-in. You can even crossup with this. It's not that hard to combo after this move too.

(n)j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 7 4 - - - - -
  • Neutral/Diagonal Jumping Attack
  • This can be his best jump-in. Use it a lot if you want to combo.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 8 4 - - - - -
  • Neutral Jumping Attack
  • A fast kick that can be used in the opponent's wakeup. In combos, the j.C is better(But if you want to use this move, go ahead).

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 8 4 - - - - -
  • Diagonal Jumping Attack
  • His best move for crossup combos(Crossups will help you a lot with Mr. Karate's combos, so master them if you want the combos for you).

Command Normals

Hisha Otoshi
b.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • (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
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • (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).

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Ko'ou Ken
qcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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
fbf P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
fbf A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
fbf C - - Mid - - - - - - - - - - -
  • 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
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp C - - Mid - - - - - - - - - - -
  • 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
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb C - - Mid - - - - - - - - - - -
  • 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
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
hcb B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
hcb D - - Mid - - - - - - - - - - -
  • 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
[db]~f K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[db]~f B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[db]~f D - - Mid - - - - - - - - - - -
  • Mr. Karate - thankfully - does not suffer from the charge input bug for this move specifically. You can go directly to downback and regardless of whether you pressed back or down first, Mr. Karate can perform this move after he finishes charging. You will always have access to it.
  • 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 x2 K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
(31x2)+(14x5) 34, 16 Mid 0 0 0 X - - - - - - -
  • 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
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
54 59 Mid 16 8 0 X - - - - - - -
  • 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

Chou Haou Shikou Ken
F.pngHcf.pngKof.lp.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
46x3 52 Mid 20x3 0 0 X - - - - - - -
  • Mr. Karate throws three Super projectiles. You can delay it, like the Super above, but obviously, the damage is better. The speed of this move is the same as the C version of the Super above. If the first HSK hits the opponent in the ground, the other two will connect. If it hits in the air, the other two can connect. Like the Super, delaying the release of the projectile cannot increase the damage. Extremely good to punish those projectile abusers.

Strategy

Basic Strategy

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.

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.

Match-Ups

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

BnB Combos
Combo Position Damage Stun Difficulty Notes
cr.B, cr.A, dp A TBA TBA TBA TBA Requires Karate to be very close for DP to connect. Not the most reliable combo but still, it's a confirm off a low.
(Cross-up j.X,) [cr.B, cr.A,] / [cl.C,] f.A, dp A TBA TBA TBA TBA Backhit only combo. dp A will just barely be within range on backhit to still combo even after the f.A command normal.
cr.B, cr.A, (delay) f.A TBA TBA TBA TBA Basic combo string for some damage. Nothing spectacular, but it's a way to confirm some damage on a low starter, without the issue of DP whiffing, either. Delay the f.A cancel for a hard knockdown and get some oki.
Starter, hcb K TBA TBA TBA TBA Not a real combo, but it's a way to forcibly set up a reset into his running grab on people who don't react to it, as well as close the gap a little. Use it sparingly so the opponent doesn't get used to expecting it.
(j.X,) cl.C, qcf P TBA TBA TBA TBA Simple combo. Do it when you need. Only that.
(j.X,) cr.C, [db]~f.D, reset TBA TBA TBA TBA 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 supers.
(j.X,) cr.C, [db]~f.D, dp P TBA TBA TBA TBA
(j.X,) cr.C, [db]~f.D, qcf x2 K TBA TBA TBA TBA
(j.X,) cr.B, cr.A, qcf x2 K TBA TBA TBA TBA The simplest way to combo into the DP Super. You can do it everywhere.
(j.X,) cr.C, [db]~f.D, Exceed TBA TBA TBA TBA
Anti-Air f~hcf A, Exceed TBA TBA TBA TBA Should be performed some distance away from the opponent. This isn't really a combo that you will use much, but it's possible to do anyway, if you happen to get an anti-air. Not necessary to learn.

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