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{{SVC Character Subnav|name=Serious Mr. Karate}} | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
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|- | |- | ||
! align="center" colspan="2" | [[image:Mrkaratehonkisvc.gif|"I get a little rough and you fold like a dollar bill!"|center]] | ! align="center" colspan="2" | [[image:Mrkaratehonkisvc.gif|"I get a little rough and you fold like a dollar bill!"|center]] | ||
|- | |||
| '''Category''' || Final Boss | |||
|- | |||
| '''Playstyle''' || Pure zoner | |||
|- | |- | ||
| '''Difficulty''' || Easy Execution, Hard Gameplay | | '''Difficulty''' || Easy Execution, Hard Gameplay | ||
Line 17: | Line 22: | ||
| '''Crouching Hitbox''' || Short | | '''Crouching Hitbox''' || Short | ||
|- | |- | ||
| '''Defense Modifier''' || 208? (Player) / 208 (CPU) | |||
|- | |||
| '''Wall Jump''' || Yes | |||
|} | |} | ||
==Introduction== | ==Introduction== | ||
[[image:Mrkaratehonkifacesvc.png|right]] | [[image:Mrkaratehonkifacesvc.png|right]] | ||
Serious/Shin Mr.Karate (SMK for short), | Serious/Shin Mr.Karate (SMK for short), known in Japanese 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 | '''How to Select Serious Mr. Karate (Outside of Super Plus)''' | ||
*Do these inputs below | *Do these inputs below '''before the timer reaches 10 (AES Only):''' | ||
:* (While | :* (While Holding Start) Up, Left, Up, Down, Right(2x), Down, Left, Up, Left, Right(2x), Press a Button. | ||
* Console Method: Hold R1/RT above Kasumi Todoh | ::*'''Numpad notation:''' 848266248466 | ||
* Console Method: Hold R1/RT above Kasumi Todoh. | |||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* | * '''Decent Mobility:''' SMK is thankfully not lacking in mobility with a fast walk speed and a wall jump, letting him more easily escape bad situations or pressure the opponent. | ||
* '''Obnoxious Zoning:''' There's a few ways SMK can zone: giant Haoh Shou Kou Ken fireballs, a series of 3 said fireballs in rapid succession, or his palm blasts. While these are punishable, their massive hitboxes and SMK's ability to mix up their speeds makes approaching him difficult, especially with Max Mode cancels. | |||
* | * '''Can Charge His Own Meter Like in AOF:''' A huge saving grace for SMK, he can manually charge up his own meter, which helps him get to and stay in Max Mode faster and more frequently. Just beware you can activate Max Mode this way in case you want to avoid doing so too early. | ||
* | * '''Can Punch Out Normal Projectiles:''' Not all that practical, but a unique feature to him and another nod to AOF where you could punch out projectiles. This can occasionally prove useful for him when timed right and save meter for Max Mode instead of taking the hit or using Front Step. | ||
* '''Multiple Unblockables:''' SMK's unblockables aren't very potent, but they can potentially help open up unaware opponents. The real meat of his unblockable game, however, is his unblockable Exceed, a ranbu super that may not be as terrifying as Shin Akuma's Exceed but is easy to setup and leads to massive reward, on top of being active for quite a long time and thus being difficult to avoid. Use it at the right moment and it guarantees the round for SMK. | |||
* '''Massive Threat in Max Mode:''' For better or for worse, Max Mode is SMK's identity. When he has access to it, he unlocks amazing pressure, good combo potential, and much higher damage in his kit. In some matchups this allows him to completely dictate the pace of the match. | |||
* Can punch out | |||
* ''' | |||
| cons= | | cons= | ||
* '''One of the | * '''One of the Hardest Characters in the Game:''' In short, SMK is a character who requires careful meter management and cannot afford to waste even a small amount of Max Mode meter. A very unique character with very high highs, low lows, and repeated periods of downtime when he doesn't have access to most of what makes him function. And when he's in that downtime, there's little he can actually do. | ||
* ''' | * '''Poor Light Attack Chains:''' SMK doesn't get much out of his light attack chains, as he cannot cancel them, and thus they don't serve him as much purpose. At most they help pester an opponent off of him if needed, but they're short chains you have to link together. | ||
* ''' | * '''No Running Grab:''' A minor downside from base Mr. Karate, but the lack of an extra mixup for SMK can make it more difficult for him to open up his opponent, on top of having fewer tools to work with in neutral. | ||
* ''' | * '''Relies on Repetitive Strategies Without Max Mode:''' When he lacks access to Max Mode, SMK neutral boils down to spamming fireballs, baiting with Hien Shippuu Kyaku, resets, or just running away. SMK players tend to pick their poison and hope for the best, because while not defenseless, everything SMK has becomes a lot more committal. | ||
* ''' | * '''No Cancels Without Max Mode:''' No, not even lights. SMK cannot cancel anything without Max Mode, making it the single most important mechanic to bring everything together. And because of the lack of any cancels, this oversimplifies what he can do in a bad way, which is to say nothing too meaningful. To make things worse, he has almost zero combos without Max Mode, only leaving you with a follow-up after Hien Shippuu Kyaku. | ||
* '''You Must Save Meter for Max Mode:''' Not having the ability to pop Max Mode whenever he needs severely hurts SMK's full potential. Saving up the meter is the easy part; he has a whole slew of specials and even a manual meter charge, and he never needs to spend meter for supers. But the forced downtime between Max Mode and recovering it is what greatly hampers his momentum and makes it difficult to maintain. It also makes using GCFS a steep cost, regardless of the amount of meter used. | |||
* '''You | * '''Abysmal Without Max Mode:''' He's trash and feels like it when you don't have Max Mode active, arguably bottom 3 even. Max Mode is this character's entire identity, take it or leave it. | ||
* ''' | |||
}} | }} | ||
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Important note to remember: Serious Mr. Karate cannot normal cancel his normal moves, but he can Free Cancel them in Max Mode. | 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==== | ====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, | Important note regarding Serious Mr. Karate's close and far normals: A, B, and D are nearly identical in their close and far versions, but both versions of A have ''very slight'' differences in frame data. Close and far kick buttons have different hitboxes depending on proximity. | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
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|Block Adv='''cl.A= +2''' ; '''st.A= +1''' | |Block Adv='''cl.A= +2''' ; '''st.A= +1''' | ||
|Invulnerability= | |Invulnerability= | ||
|description=* It's a starter for his | |description=* It's a starter for his light attack chains, but it will whiff against low crouching characters. It has the same speed as the normal [[SvC_Chaos:_SNK_Vs_Capcom/Mr. Karate|Mr.Karate]]. You can also use this to punch out normal projectiles. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=6 | |Startup=6 | ||
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|Block Adv=-4 | |Block Adv=-4 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Can be used as a finisher for | |description=* Can be used as a finisher for light attack chains without whiffing against low crouchers. Can be used as a poke, or even to anti-air. It has the same speed as the normal Mr. Karate. | ||
* Close hitbox is a tall vertical box covering most of SMK's leg. Far hitbox is a square centered ending at the edge of his foot. It is farther away from SMK than cl.B | * Close hitbox is a tall vertical box covering most of SMK's leg. Far hitbox is a square centered ending at the edge of his foot. It is farther away from SMK than cl.B but reaches slightly higher and farther past his foot. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
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|Block Adv=-2 | |Block Adv=-2 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Simple strong punch. The recovery of the move is different from the normal version | |description=* Simple strong punch. The recovery of the move is different from the normal version but faster than the normal Mr. Karate's. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=6 | |Startup=6 | ||
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|Block Adv=+5 | |Block Adv=+5 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Very fast to use as a poke. This move is faster than the normal Karate's. | |description=* Very fast to use as a poke. This move is faster than the normal Mr. Karate's. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=14 | |Startup=14 | ||
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|Invulnerability= | |Invulnerability= | ||
|description=* This move was Takuma's in the early KOF games as an anti-air. The normal Mr. Karate doesn't have this move. | |description=* This move was Takuma's in the early KOF games as an anti-air. The normal Mr. Karate doesn't have this move. | ||
* Close hitbox is similar to B, with a tall rectangular hitbox covering SMK's leg reaching above his foot a little, but ends at the center of his body. Far hitbox is more square like | * Close hitbox is similar to B, with a tall rectangular hitbox covering SMK's leg reaching above his foot a little, but it ends at the center of his body. Far hitbox is more square-like and overall wider, but it does not cover as much of his leg. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
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|Block Adv=+0 | |Block Adv=+0 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This move isn't that useful when compared to the normal Mr.Karate. It's slower, isn't used much in | |description=* This move isn't that useful when compared to the normal Mr. Karate. It's slower, isn't used much in light attack chains due to poor reach, and can't even chain into itself or other light attacks. You can stop normal, ground-based projectiles using the tip of this punch. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=6 | |Startup=6 | ||
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|Block Adv=-4 | |Block Adv=-4 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* The normal Mr.Karate doesn't have this move. It has great reach, possibly the best reach of his moves, and is faster than Mr.Karate's cr.B. It's the best finisher for | |description=* The normal Mr. Karate doesn't have this move. It has great reach, possibly the best reach of his moves, and is faster than Mr. Karate's cr.B. It's the best finisher for light attack chains with its reach. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=6 | |Startup=6 | ||
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|Block Adv=-4 | |Block Adv=-4 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* It's the same as the normal Mr.Karate's cr.C, but with better recovery. Good when used to anti-air while you charge | |description=* It's the same as the normal Mr. Karate's cr.C, but with better recovery. Good when used to anti-air while you charge down-back. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=11 | |Startup=11 | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=4 | |Startup=4 | ||
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|Invulnerability= | |Invulnerability= | ||
|description=* Neutral/Diagonal Jumping Attack | |description=* Neutral/Diagonal Jumping Attack | ||
* Shin Karate will do a punch exactly like his j.C, but it will stay for a longer time | * Shin Karate will do a punch exactly like his j.C, but it will stay for a longer time and do less damage. The normal Mr. Karate's j.A is different. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=6 | |Startup=6 | ||
|Active='''nj= 12''' ; '''dj= 16''' | |Active='''nj = 12''' ; '''dj = 16''' | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
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|Invulnerability= | |Invulnerability= | ||
|description=* Neutral/Diagonal Jumping Attack | |description=* Neutral/Diagonal Jumping Attack | ||
* Incredible move. It can | * Incredible move. It can cross up with ease, making it one of his best jump attacks. The reach and the angle in this kick are really helpful too. The normal Mr. Karate doesn't have this move in his arsenal. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=8 | |Startup=8 | ||
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|Invulnerability= | |Invulnerability= | ||
|description=* Neutral/Diagonal Jumping Attack | |description=* Neutral/Diagonal Jumping Attack | ||
* A simple punch with good damage to use on jump-ins. Nothing very special. The normal Karate's j.C is the same as this move. | * A simple punch with good damage to use on jump-ins. Nothing very special. The normal Mr. Karate's j.C is the same as this move. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=5 | |Startup=5 | ||
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|Invulnerability= | |Invulnerability= | ||
|description=* Neutral Jumping Attack | |description=* Neutral Jumping Attack | ||
* You won't be using this | * You won't be using this much, but you can use this in neutral jump combos. The normal Mr. Karate has this move too. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup=10 | |Startup=10 | ||
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|Invulnerability= | |Invulnerability= | ||
|description=* Diagonal Jumping Attack | |description=* Diagonal Jumping Attack | ||
* Very tricky to use | * Very tricky to use in combos due to the startup, but good anyway. Can be used to cross up too. The normal Mr. Karate can do this move. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This move isn't that useful. Shin Karate will stop | |description=* This move isn't that useful. Shin Karate will stop for a brief moment, then do a normal punch (with the same animation as his st.A but more pushback). While Mr. Karate is in the "stop" animation, he will have upper body invincibility. Unlike his st.A, it will hit most crouching characters, but you can't make projectiles vanish with it. You can't normal cancel it. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Same properties as the move above, but he will do his | |description=* Same properties as the move above, but he will do his st.B (with a sprite included). Like the move above, you can't normal cancel this move. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Shin Karate will do a punch. | |description=* Shin Karate will do a punch. Believe it or not this is an overhead and clearly unreactable, possibly the fastest overhead in the game. It will knock your opponent down, and you can't normal cancel it. Good to use on wakeup games. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Shin Karate will do a kick that hits ''low'' | |description=* Shin Karate will do a kick that hits ''low'' and will knock your opponent down. Because it's fast just like df.C, you can use these two buttons for a simple and annoying unreactable 50/50 on the opponent's wakeup. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Shin Karate will begin charging his meter as you hold the | |description=* Shin Karate will begin charging his meter as you hold the buttons, and he'll quickly stop after you release the buttons. While he's charging, the aura around 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 [[Earthquake (SvC)|EQ]] with his Fat Guilty), so watch out. This move is very important to Shin Karate's game, and remember: in Max Mode, you can use this move but you won't get meter. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} | |subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} On Block | ||
|caption= | |caption= | ||
|name=Guard Cancel Blowback | |name=Guard Cancel Blowback | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Do you remember [[Takuma 02|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 | |description=* Do you remember [[Takuma 02|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 can't be used very well mid-combo. However, the A version recovers fast enough to allow for links into some normals, making it a decent combo starter in Max Mode, especially if it's used as a meaty; be aware that when used in this way, there's a small blind spot directly in front of SMK, so your positioning needs to be precise. The A version starts up faster but only reaches a little over half screen, while the C version is slower but hits fullscreen away. | ||
}} | }} | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This move is one of the best in Shin Karate's arsenal. He will begin punching, and if he connects while | |description=* This move is one of the best in Shin Karate's arsenal. He will begin punching, and if he connects while the opponent 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 on your opponent). It's one of the most damaging moves in his arsenal, and it can be used as a follow-up for the D Hien Shippu Kyaku. If the opponent blocks it, they'll remain blocking and there will be no pushback, allowing for GCFS whenever desired. This move does no chip damage and can't be Free Cancelled in Max Mode. | ||
}} | }} | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This move is great. It's like a simple DP, but there are differences between the versions. The A version will do only one hit( | |description=* This move is great. It's like a simple DP, but there are differences between the versions. The A version will do only one hit (two on Counter Hit), can combo from light attacks in Max Mode, and makes Shin Karate land faster; it can also be Max cancelled. The C version will make him jump higher, and he will do 3 hits (where the first 2 hits can be Max canceled). The C version in particular is a key part of his Max Mode loops. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This move is good. The B version will do only one hit | |description=* This move is good. The B version will do only one hit and doesn't have as much use. The D version is his main combo tool outside of Max Mode (like his normal counterpart), because the second hit will put your opponent in a free juggle state that allows for almost any follow-up. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This was a Super move in the normal Mr. Karate's arsenal. It can be used as a | |description=* This was a Super move in the normal Mr. Karate's arsenal. It can be used as a follow-up to D Hien Shippu Kyaku, and the first two hits can be Max canceled; they have the same animation and properties as his dp+C, which makes it similarly important to his Max Mode loops. | ||
}} | }} | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* A quasi-proximity unblockable, as the first punch is unblockable but the other two can be blocked, and the move can only be activated when the opponent is close enough and not knocked down. This move is a little predictable (it can just be jumped/backdashed to avoid the unblockable punch) but can still catch a sleeping opponent. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle=f~hcf P (Hold to | |subtitle=f~hcf P (Hold to Delay) | ||
|caption= | |caption= | ||
|name=Haou Shikou Ken | |name=Haou Shikou Ken | ||
Line 867: | Line 929: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Super from the normal counterpart. There isn't so much difference between the two of them. The differences are: | |description=* 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 Mr. Karate couldn't get more than the damage of a Super), and if you hold it for the maximum duration the projectile will be unblockable. The A version will be slower and a little easier to jump. The C version is faster, and the jump timing can be almost impossible for some characters. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle=f~hcf AC (Hold to | |subtitle=f~hcf AC (Hold to Delay) | ||
|caption= | |caption= | ||
|name=Chou Haou Shikou Ken | |name=Chou Haou Shikou Ken | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* The normal counterpart's Exceed, | |description=* The normal counterpart's Exceed, with some differences. Similarly to the single projectile version, the more you hold the button the more damage you'll get, and holding the button for the maximum duration will make the projectiles unblockable. Another difference is that this move will do 2 hits by projectile (the normal Mr. Karate's Exceed could do only one hit by projectile). That having been said, SMK's version of this move is slower than base Mr. Karate's. | ||
}} | }} | ||
}} | }} | ||
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|Hit Adv=SKD | |Hit Adv=SKD | ||
|Block Adv=X | |Block Adv=X | ||
|Invulnerability= | |Invulnerability=None on whiff, full invulnerability during hit animation. | ||
|description=* SMK has no true invulnerability when using this move, but | |description=* SMK has no true invulnerability when using this move, but it can high profile over attacks that hit very low to the ground using this during the active frames as he charges forward (such as cr.B normals or shoto sweeps). | ||
* This move isn't that useful for combos, but it's unblockable | * This move isn't that useful for combos and can't hit opponents in juggle states, but it's unblockable and the damage is great. | ||
* Because it's unblockable, you can instead use as a meaty after any combo into a knockdown or when the opponent is stunned to guarantee it connects. | |||
* Arguably one of the strongest Exceeds simply because SMK can meaty with it when he has it and the opponent can't do anything about it. It's poor for neutral since the opponent can jump it or potentially counter it. However, it travels decently fast, so you could use it as a punish or when the opponent cannot escape in time. If the opponent is in red health, then it should be a guaranteed win for SMK. | |||
}} | }} | ||
}} | }} | ||
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==Strategy== | ==Strategy== | ||
===Basic Strategy=== | ===Basic Strategy=== | ||
'''''Shin Karate's | '''''Shin Karate's Gameplan''''' | ||
SMK's gameplan is simple: 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 who can passively pressure opponents, but if he's being pressured himself he can hardly escape. Don't worry about defensive options though, as he has good (and very fast) anti-airs in his arsenal. Outside of Max Mode, the best thing he can do is D Hien Shippu Kyaku to start combos, negate projectiles with a single punch, charge his meter, and GCFS into grabs. His unblockable Exceed is an extremely important part of his kit as long as it's used correctly; remember that you can't juggle into it or reliably combo into it, so it has to be used as a meaty or in other guaranteed situations. SMK can be played aggressively or defensively due to the versatility of his kit; just be aware of how limited you are outside of Max Mode. Good luck in your matches! | |||
===Advanced Strategy=== | ===Advanced Strategy=== | ||
'''''Resets''''' ''( | '''''Resets''''' ''(Partly copy/pasted from base Mr. Karate's sections.)'' | ||
( | Resets are really important in this game, and the characters who have moves with juggle properties (like Shin Karate) are experts at that. The normal Mr. Karate has at least 2 good midscreen resets to use in a match. Shin Karate has some too, both with and without Max Mode. | ||
Outside of Max Mode: (May be corner only?) D Hien Shippu Kyaku, walk forward, any normal (ideally st.A/B or cl.C), (while opponent is landing) Exceed | |||
Really easy for a reset outside of Max Mode and a solid "hit-confirm" into a meaty unblockable Exceed. | |||
In Max Mode: (May be corner only?) (Jump-in) (Charge db) cr.C, (Release) f+D, do loop number 4 ending with any qcf+A, any normal, (while opponent is landing) Exceed | |||
Basically just the standard Max Mode juggle loop, but after whiffing qcf+A you perform the above reset into a meaty unblockable Exceed. If you don't like loops, here's the minimum sequence you need: | |||
(Jump-in) (Charge db) cr.C, (Release) f+D, dp+C/qcfx2+K (Max Cancel 2nd hit) qcf+A, any normal, (while opponent is landing) Exceed | |||
====Match-Ups==== | ====Match-Ups==== | ||
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! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ||
|- | |- | ||
|(j.X | |(j.X,) st.A x3-4, cr.B || TBA || TBA || TBA || TBA || His best light attack chain. If you use a crossup jump-in attack, 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, | |[db]~f D, follow-up, (meaty on KD) Exceed || TBA || TBA || TBA || TBA || Another simple combo outside of Max Mode. The only moves that can't combo with it are: b+A/B (too long of startup), df+D (it's better outside of combos anyway), D Hien Shippu Kyaku (can't loop into itself), qcbx2+P (the proximity activation doesn't work in juggles), any version of Haoh Shikou Ken (normal Mr. Karate can do this but SMK can't), and Exceed (doesn't work in juggles). The best overall follow-up for damage, knockdown, and reliability is fbf+P, or you can go for a reset. | ||
|- | |- | ||
|} | |} | ||
===Max Mode Combos=== | ===Max Mode Combos=== | ||
Serious Mr. Karate combos will not list most of the | 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. | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
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! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ||
|- | |- | ||
|(j.X,) cr.A/cr.B, dp A, (meaty | |(j.X,) cr.A/cr.B, dp+A, (meaty on KD) Exceed || TBA || TBA || TBA || TBA || Simple link to use, but he has better options. You can use this combo everywhere too. The combo will only work with the cr.B if you cross up with a jump attack. | ||
|- | |- | ||
|(j.X,) cr.C, [db]~f D, | |(j.X,) cr.C, [db]~f+D, follow-up / fbf+P, (meaty on KD) Exceed || TBA || TBA || TBA || TBA || Solid damage option for a BnB if you don't like loops. | ||
|- | |- | ||
|[dp C(2), | |[dp+C(2), qcfx2+K(2)]xN || TBA || TBA || TBA || TBA || This is SMK's main loop - the DP loop. He has some others, but this is the easiest and most reliable one. You can use this everywhere too. There are some variations listed below. After Max Mode ends, you can add a meaty Exceed if you want, or if your opponent gets stunned you can begin charging to reactivate Max Mode again, hit your opponent with any combo ending in a knockdown, and do a meaty Exceed, which may be enough to TOD. If you want to begin with qcfx2+K, the loop will work in the same way. | ||
|- | |- | ||
|[db]~f D, dp C(2) / | |[db]~f+D, dp+C(2) / qcfx2+K(2), [(C)qcf+P (whiff), dp+C(2) / qcfx2+K(2)]xN || TBA || TBA || TBA || TBA || A simple variation of the DP loop that works after D Hien juggles. Even if you learned the combo above, it can be a little hard to do. If you want, you can add the beginning of combo #2 (you'll get 2 more hits) and a meaty Exceed after the combo. | ||
|- | |- | ||
|(Corner | |(Corner Only) DP Loop, qcf+A, cr.C, [db]~f+D, fbf+P, (meaty on KD) Exceed || 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). | ||
|- | |- | ||
|} | |} |
Latest revision as of 02:26, 28 July 2024
本気になったMr.カラテ, Honki ni Natta Mr. Karate | |
---|---|
Category | Final Boss |
Playstyle | Pure zoner |
Difficulty | Easy Execution, Hard Gameplay |
Max Mode Needed? | Essential |
Tier Placement | Pretty Good (B) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Defense Modifier | 208? (Player) / 208 (CPU) |
Wall Jump | Yes |
Introduction
Serious/Shin Mr.Karate (SMK for short), known in Japanese 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), Press a Button.
- Numpad notation: 848266248466
- Console Method: Hold R1/RT above Kasumi Todoh.
Strengths | Weaknesses |
---|---|
|
|
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, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
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.
|
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.
|
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.
|
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)
|
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.
|
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, but 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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | cl.A= 4 ; st.A= 5 | 12-13 | cl.A= +4 ; st.A= +3 | cl.A= +2 ; st.A= +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 5 | 9 | 20 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 16 | 24 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 3 | 10 | 19 | +7 | +5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 14 | 6 | 16 | 36 | -2 | -4 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 3 | 7 | 14 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 3 | 11 | 20 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 2, 3 | 17 | 28 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 3 | 21 | 35 | SKD | -6 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 13 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | nj = 12 ; dj = 16 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 5 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 8 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Throws
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 | - | - | - | - | - | - | - | |
|
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 | - | - | - | - | - | - | - | |
|
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
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
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 | - | - | - | - | - | - | - | - | - | - | - |
|
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 | - | - | - | - | - | - | - | - | - | - | - |
|
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 | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
98? | 98? | Unblockable | 0 | 0 | 0 | X | 11+11 | 26 | 48 | 96 | SKD | X | None on whiff, full invulnerability during hit animation. | |
|
Strategy
Basic Strategy
Shin Karate's Gameplan
SMK's gameplan is simple: 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 who can passively pressure opponents, but if he's being pressured himself he can hardly escape. Don't worry about defensive options though, as he has good (and very fast) anti-airs in his arsenal. Outside of Max Mode, the best thing he can do is D Hien Shippu Kyaku to start combos, negate projectiles with a single punch, charge his meter, and GCFS into grabs. His unblockable Exceed is an extremely important part of his kit as long as it's used correctly; remember that you can't juggle into it or reliably combo into it, so it has to be used as a meaty or in other guaranteed situations. SMK can be played aggressively or defensively due to the versatility of his kit; just be aware of how limited you are outside of Max Mode. Good luck in your matches!
Advanced Strategy
Resets (Partly copy/pasted from base Mr. Karate's sections.)
Resets are really important in this game, and the characters who have moves with juggle properties (like Shin Karate) are experts at that. The normal Mr. Karate has at least 2 good midscreen resets to use in a match. Shin Karate has some too, both with and without Max Mode.
Outside of Max Mode: (May be corner only?) D Hien Shippu Kyaku, walk forward, any normal (ideally st.A/B or cl.C), (while opponent is landing) Exceed
Really easy for a reset outside of Max Mode and a solid "hit-confirm" into a meaty unblockable Exceed.
In Max Mode: (May be corner only?) (Jump-in) (Charge db) cr.C, (Release) f+D, do loop number 4 ending with any qcf+A, any normal, (while opponent is landing) Exceed
Basically just the standard Max Mode juggle loop, but after whiffing qcf+A you perform the above reset into a meaty unblockable Exceed. If you don't like loops, here's the minimum sequence you need:
(Jump-in) (Charge db) cr.C, (Release) f+D, dp+C/qcfx2+K (Max Cancel 2nd hit) qcf+A, any normal, (while opponent is landing) Exceed
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) st.A x3-4, cr.B | TBA | TBA | TBA | TBA | His best light attack chain. If you use a crossup jump-in attack, 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, follow-up, (meaty on KD) Exceed | TBA | TBA | TBA | TBA | Another simple combo outside of Max Mode. The only moves that can't combo with it are: b+A/B (too long of startup), df+D (it's better outside of combos anyway), D Hien Shippu Kyaku (can't loop into itself), qcbx2+P (the proximity activation doesn't work in juggles), any version of Haoh Shikou Ken (normal Mr. Karate can do this but SMK can't), and Exceed (doesn't work in juggles). The best overall follow-up for damage, knockdown, and reliability is fbf+P, or you can go for a reset. |
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 on KD) Exceed | TBA | TBA | TBA | TBA | Simple link to use, but he has better options. You can use this combo everywhere too. The combo will only work with the cr.B if you cross up with a jump attack. |
(j.X,) cr.C, [db]~f+D, follow-up / fbf+P, (meaty on KD) Exceed | TBA | TBA | TBA | TBA | Solid damage option for a BnB if you don't like loops. |
[dp+C(2), qcfx2+K(2)]xN | TBA | TBA | TBA | TBA | This is SMK's main loop - the DP loop. He has some others, but this is the easiest and most reliable one. You can use this everywhere too. There are some variations listed below. After Max Mode ends, you can add a meaty Exceed if you want, or if your opponent gets stunned you can begin charging to reactivate Max Mode again, hit your opponent with any combo ending in a knockdown, and do a meaty Exceed, which may be enough to TOD. If you want to begin with qcfx2+K, the loop will work in the same way. |
[db]~f+D, dp+C(2) / qcfx2+K(2), [(C)qcf+P (whiff), dp+C(2) / qcfx2+K(2)]xN | TBA | TBA | TBA | TBA | A simple variation of the DP loop that works after D Hien juggles. Even if you learned the combo above, it can be a little hard to do. If you want, you can add the beginning of combo #2 (you'll get 2 more hits) and a meaty Exceed after the combo. |
(Corner Only) DP Loop, qcf+A, cr.C, [db]~f+D, fbf+P, (meaty on KD) Exceed | 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). |