Mr.カラテ, Mr. Karate | |
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Category | Normal |
Playstyle | Balanced shoto |
Difficulty | Easy |
Max Mode Needed? | Doesn't Need It |
Tier Placement | Solid (B+) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 212 |
Wall Jump | No |
Introduction
Mr. Karate, the hidden identity of Takuma Sakazaki, is a boss in the first Art of Fighting game, revealed to later be Ryo Sakazaki and Yuri Sakazaki's father. However, here he claims to not be Takuma. He's one of the stronger shotos in SVC thanks to a well-balanced moveset and ease of use, and - shockingly - they gave Mr. Karate a DP!
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 4 | 4 | 4 | 12 | +4 | +2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 5 | 4 | 9 | 18 | -1 | -3 | - | |
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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 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 8 | 4 | 17 | 29 | -1 | -3 | - | |
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Far Normals
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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 4 | 3 | 9 | 16 | +0 | -2 | - | |
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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 | - | |
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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 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 8 | 4 | 21 | 33 | SKD | -7 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 3 | 12 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 5 | 10 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 6 | 9 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 3 | 10 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 7 | 4 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 8 | 4 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 8 | 4 | - | - | - | - | - | |
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Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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fbf A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
fbf C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcb A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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hcb 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 |
hcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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[db]~f B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[db]~f D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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(31x2)+(14x5) | 34, 16 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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54 | 59 | Mid | 16 | 8 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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46x3 | 52 | Mid | 20x3 | 0 | 0 | X | - | - | - | - | - | - | - | |
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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 | |
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May change to numpad notation much later down the road. |
Combo | Position | Damage | Stun | Difficulty | Notes |
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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. |