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{{SVC Character Subnav|name=Serious Mr. Karate}} | |||
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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 |
Latest revision as of 02:26, 28 July 2024
本気になったMr.カラテ, Honki ni Natta Mr. Karate | |
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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 |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
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 | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | |
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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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | - | - | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | - | - | - | - |
|
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 | |
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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 |
---|---|---|---|---|---|
(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). |