Serious Mr. Karate (SvC)
This is Honki ni natta Mr.Karate, aka the Serious/Shin version of Mr.Karate(I'll call him Shin Karate here, because it's just easier), one of the most classic SNK bosses. He(In this version) was probably based off the first version of Mr.Karate(Where he was a boss), like: He can jump off walls here(In the first Art of Fighting game, every character could do that), has only one Super(His Exceed), and some other things. I don't know if he is better than his normal counterpart, but what I can say is that... He can be a boss character, but he is as strong as some other characters in this game(He isn't 100% broken, I mean, any character can win when against him in a player match). Now for his pros and cons.
Shin Karate's Good and Bad Things
- Very fun to play(He is a boss with easy loops, and easy loops = fun for beginners);
- Very nice walking speed(He is faster and jumps a little higher than his normal counterpart);
- Can do things on the MAXIMUM Mode(Unlike his normal counterpart);
- Can jump off walls;
- Can charge his meter(Another Art of Fighting thing);
- His normals are faster than his normal counterpart's normal moves;
- Can stop normal projectiles with the tip of his LPs(Yeah, I'm not joking, and I think it's another AoF thing);
- Has some unblockable moves(Not only his Exceed).
- Has no cancelable normals/Command Moves(But he can cancel them in MAXIMUM Mode);
- Has the Ko'ou Ken from KoF 2002(I really don't like it, and it won't help you so much in this game, only to do one of his loops);
- Has no Super Moves(His normal counterpart's old Supers are now Special Moves, including his old Exceed, the Chou Haoh Shikou Ken);
- Has no Far/Close animations on some buttons;
- He isn't that good with Light Attack chains(Because he can't cancel normals, and he can't even think about canceling a Light normal in MAXIMUM Mode);
- Has no Shouran Kyaku(Running Grab), unlike the normal version;
- Can be very hard to learn if you don't like to play using loops.
How to select Shin Karate
Oh, wanna have fun with him, but cannot even see his face? Simple. Just do these inputs below before the timer reaches 10(Possible only on the AES home version of the Neo Geo):
(While holding start) Up, Left, Up, Down, Right(2x), Down, Left, Up, Left, Right(2x), and press a button to select him
A little hard to do(You won't have so much time to do it, so... If you can't do it, use cheats, or search for a hacked version).
(Important note to remember: Shin Karate cannot normal cancel his normal moves, but he still can cancel them in MAXIMUM Mode)
s.LP - The Far and the Close versions are the same. It's the best starter for his Light Attack chains(It's the only way he has to begin Light Attack chains, and he can do good damage with them, I can assume), but will whiff those low crouching chars. It has the same speed as the normal Mr.Karate. Oh, did I said that you can make normal projectiles vanish with the tip of this move? I'll talk about this later.
s.LK - The Far and the Close versions are the same. Can be used as a finisher for Light Attack chains(Won't even whiff on low crouching chars, strangely enough). Can be used as a poke, or even to anti-air. It has the same speed as the normal Mr.Karate.
s.HP - (Far) Very fast to use as a poke. Only that. This move is faster than the normal Karate's. (Close) Just a punch. The recovery of the move is different from the normal version, but it still will be faster than the normal Karate's.
s.HK - The Far and the Close versions are the same. This move was Takuma's in the early KoF games(It was used as an anti-air, because he didn't had a DP). The normal Mr.Karate doesn't have this move.
j.LP - The Diagonal and the Neutral versions are the same. Shin Karate will do a punch exactly like his j.HP, but it will stay for a longer time, and will do less damage. The normal Karate's j.LP is different.
j.LK - The Diagonal and the Neutral versions are the same. Incredible move. Sadly, the normal Karate doesn't have it. It can crossup with ease, making it one of his best jump attacks. The reach and the angle in this kick are really helpful too. The normal Karate doesn't have this move in his arsenal.
j.HP - The Diagonal and the Neutral versions are the same. A simple punch with good damage to use on jump-ins. Nothing very special. The normal Karate's j.HP is exacly like this move.
j.HK - (Diagonal) Very tricky to use on combos due to the startup, but good anyway. Can be used to crossup too. The normal Mr.Karate can do this move. (Neutral) You won't be using this so much, but you can use this in neutral jump combos. The normal Mr.Karate has this move too.
cr.LP - This move isn't that useful when compared to the normal Mr.Karate's. It's slower, isn't that used in Light Attack chains(Due to the reach), and can't even chain into itself, or even other Light attacks(Unlike the normal Mr.Karate). You can stop normal projectiles using the tip of this punch(For ground-based projectiles).
cr.LK - The normal Mr.Karate doesn't have this move. It has great reach(It's probably the normal with the best reach on Shin Karate's arsenal), and it's faster than Mr.Karate's cr.LK. It's the best finisher for Light Attack chains(The reach is what helps).
cr.HP - It's the same as the normal Mr.Karate's cr.HP, but with better recovery. Good when used to anti-air while you charge db(Down-backwards).
cr.HK - A simple sweep that knocks down. Nothing very special.
Yoke Migi Seiken Zuki
- b+LP - This move isn't that useful. Shin Karate will stop by a brief moment, and a little time after that, he will do a normal punch(With the same animation as his s.LP, but will push your opponent by a longer distance). While Mr. Karate is in the "stop" animation, he will have upper body invincibility(Only moves with a hitbox near from the ground can hit him). Unlike his s.LP, it will hit most crouching characters, and you can't make projectiles vanish with it too. You can't normal cancel it.
Ducking shite Mawashi Geri
- b+LK - Same properties as the move above, but he will do his s.LK(With a sprite included). Like the move above, you can't normal cancel this move.
- df+HP - Shin Karate will do a punch. It's pretty good, I can say. Why? It's an overhead, and can be the fastest of all ground overheads in this game. It will knock your opponent down, and you can't normal cancel it. Good to use on wakeup games.
- df+HK - Shin Karate will do a kick that hits low, and will knock your opponent down. It's very fast too, you can use it on wakeup mixups.
- Press(and hold) LP, LK and HP - Shin Karate will begin charging his meter as you hold the button, and he'll quickly stop after you release the button. While he's charging, the (kind of) blue energy that envolves 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 EQ with his Fat Guilty), so watch out. This move is very important to Shin Karate's game, and remember: In MAXIMUM Mode, you can use this move, but you won't get meter.
Ko'ou Ken '02
- QCF+P - Do you remember 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 won't help you so much on combos(But he has some possible ones). The projectile will come out faster in the LP version, but the it won't hit your opponent if he/she's full screen away(While the HP version can hit your opponent in there).
- f, b, f+P - This move is one of the best in Shin Karate's arsenal. He will begin punching, and if he connects while he/she 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 your opponent). It's one of the most damaging moves in his arsenal, and can be used as a followup for the HK Hien Shippu Kyaku. If your opponent blocks it, Shin Karate won't be pushed away from your opponent, and your opponent will stay blocking(And won't be pushed away from Shin Karate), where he/she can do a GCF when he/she wants. (Note: If this move was blocked, your opponent won't receive any damage). You can't even MAX cancel the last hit(Unlike Ryo in '02).
- DP+P - This move is great. It's like a simple DP, but there are differences between the versions. The LP version will do only one hit(Two if it does a counter hit), can be comboed from the Light Attacks in MAXIMUM Mode(Only the Lights), and will make Shin Karate land faster(Can be MAX canceled too). The HP version will make him jump higher, and he will do 3 hits(Where the first 2 hits can be MAX canceled). This move is very useful on his MAX loops.
Hien Shippuu Kyaku
- Charge db, f+K - This move is good. The LK version will do only one hit, and you won't use it so much. The HK version is his combo source outside of MAXIMUM Mode(Like his normal counterpart), because the second hit will put your opponent in that beautiful juggle state(You can followup it with almost anything he has).
- QCF(2x)+K - This was a Super move in the normal Mr. Karate's arsenal. It can be used as a followup for the HK Hien Shippu Kyaku, and the first two hits can be MAX canceled(They have the same animation and properties as the HP version of his DP). There is a loop involving this move too.
- QCB(2x)+P (While near from the opponent) - What is this move...? I don't know, but the first punch is unblockable, and the other two can be blocked. This move is a little predictable(Your opponent can just jump/backdash to avoid the unblockable punch). (Note: You can't do it on a knocked opponent.)
Haou Shikou Ken
- f, HCF+P (You can hold the button to delay it) - 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 Karate couldn't get more than the damage of a Super), and if you don't release the button, the projectile will be unblockable. The LP version will be slower, and a little easier to jump. The HP version is faster, and the jump timing can be almost impossible for some characters.
Chou Haou Shikou Ken
- f, HCF+PP (can hold) - The normal counterpart's Exceed, but with some differences. First, the more hold the button, more damage you'll get, and if you don't release it, it will be unblockable, like the "Super" version. Another difference is that this move will do 2 hits by projectile(The normal Karate's Exceed could do only one hit by projectile. Oh, did I said that the normal counterpart's version of this move is faster, and if you hold the button, the normal will release the projectile after the Shin Karate? That's strange, but it's true.
No Supers for Serious Mr. Karate, sadly, but he has an Exceed to use.
Chou Ryuuko Ranbu
- QCF, HCB+PP - Hmm... This is a move that the normal Karate was needing... What can I say? This move isn't that useful for combos, but it's unblockable, and the damage is incredible. You can use as a meaty after any combo(Assuming it knocks your opponent down), or even while your opponent is stunned. Sadly, it can't be used to followup the HK Hien Shippu Kyaku.
Shin Karate's gameplan
His gameplan is simple. It's called "MAXIMUM Mode", the only way to do damaging combos and loops, and you just need to hold 3 buttons to get into it. He is an offensive character(Not agressive), but if he's being pressured, he can hardly escape. Don't worry about defensive options too, he has good(And very fast) anti-airs to use in his arsenal. In the normal mode, the best thing he can do are only HK Hien Shippu Kyaku combos, negate projectiles with a single punch, charge his meter and GCF+grabs. His Exceed is something good(And important) on his arsenal, only because it's unblockable(You can better use it as a meaty on the opponent's wakeup), but it won't be good to use after normals/Command/Special Moves(You'll just lose the Exceed). To play him, you can be agressive, or even patient, which is good, because Shin Karate is a character with a big arsenal(but no Supers) to use on the offense or in the defense. Good luck in your matches.
Some Combos (Without MAXIMUM Mode)
If you know some more options(Which can be hard), you can add'em here.
Links that you need to know:
1- [Jump Attack(Works better if you crossup the opponent)] s.LP(3-4x), cr.LK - 5 hits; 6 with a Jump Attack
His best Light Attack chain. With the Jump Attack crossup, you can get up to 6 hits with this simple link, but you can't combo after the cr.LK(I can't confirm that you can't, but it's almost impossible to combo after it, even in the MAXIMUM Mode). It can be useful to stun your opponent(If he/she has low stamina).
HK Hien Shippu Kyaku(Charge db, f+HK) combos:
1- Charge db, f+HK, (Almost)any move [If you knocked your opponent down, Meaty Exceed] - 52 hits(Assuming you used the f, b, f+P, and considering the Exceed's hits)
Another simple combo on the normal mode. Nothing very special, because you already know that the HK Hien will put your opponent in that juggle state. The only moves that can't combo with it are: b+LP/LK(That stop animation won't help you), df+HK(It's better when your opponent is on the ground, really), the same move(Just imagine how broken he would be!), the QCB(2x)+P(It can be used only near from the opponent, but only if he/she is standing), and the 2 versions of the Haoh Shikou Ken(The normal counterpart could combo with them... Strange...), and the Exceed(Strange too). The best followup for it is the f, b, f+P(It's the most damaging, and easiest one), but you can use the other ones.
Some combos (With MAXIMUM Mode)
His combo options in MAXIMUM Mode are a little big, so I'll put here only some possible ones. You can add some more if you know good combos.
Built Upper(DP+P) combos
1- [Jump Attack] cr.LP/cr.LK, DP+LP [Meaty Exceed] - 28 hits(If you consider the Exceed's hits); 29 with a Jump Attack
Simple link to use, but he has better options to use. You can use this combo everywhere too. The combo will only work with the cr.LK if you crossup with the Jump Attack(If you want more damage and a low-hitting move, I mean).
HK Hien combos:
1- [Jump Attack(While charging db)] cr.HP,(After the charge) f+HK, f, b, f+P(You can use other followups, this is just the most damaging one) [Meaty Exceed if you knocked your opponent down] - 53 hits(Again, considering the Exceed's hits); 54 with a Jump Attack
Good damage on this one(Better with a Meaty Exceed). It's used with the normal counterpart too. Can be used as a BnB for his game if you don't like loops.
1- DP+HP,(Max cancel the second hit) QCF(2x)+K,(MAX cancel the second hit) DP+HP, QCF(2x)+K ..(Until the MAX mode ends or if your opponent gets a stun).. 4n hits(Where n is the number of loops)
This is his main loop. He has some others, but I'll put only this one, because it's easier to do. You can use this everywhere too. There are some variations for this combo too, I'll put (Some of) them below. After the MAXIMUM Mode ends, you can add a Meaty Exceed if you want, or if your opponent gets a stun, you can begin charging(To get on MAXIMUM Mode again), hit your opponent with any combo ending with a knockdown(Won't matter if he/she recovery rolls), and do a meaty Exceed(Can insta K.O your opponent). If you want to begin with QCF(2x)+K, go ahead, the loop will work in the same way.
2- Charge db, f+HK, DP+HP/QCF(2x)+K,(MAX cancel the first/second hit) QCF+P(It needs to whiff), DP+HP/QCF(2x)+K, (Again) QCF+P ..(Stop when you want).. - 2+2n(You know what n is)
A simple variation with the HK Hien. Even if you learned the combo above, it can be a little hard to do. If you want, you can add the beginning of the combo number two(You'll get 2 more hits) and a Meaty Exceed after the combo(For more damage).
3- (Corner only) Do the DP+HP, QCF(2x)+K loop(You can do many loops if you want, it won't affect the combo), (While your MAXIMUM gauge is ending, MAX cancel any second hit of any uppercut into) QCF+LP(It needs to hit now, and begin charging db here), cr.HP(Last cancel), (Stop charging) f+HK, f, b, f+P [Meaty Exceed] - 4n+54 hits
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).
Resets (Part of the things below were a little copy and paste from the normal Karate's sections)
Resets are really important in this game, and the characters who have moves with juggle properties(Like Shin Karate) are almost experts on that. The normal Mr. Karate has 2 good resets(Or even more) to use in a match(But only midscreen ones). Shin Karate has some too, and I'll put here one to use in the normal mode, and other in MAXIMUM Mode. Now for the normal one:
(Corner only? I think you can do it on midscreen, but I can't confirm) Charge db, f+HK, walk a little forward, Any Normal(The best to use are the s.LP/LK, and the cl.HP), (While your opponent is landing) Exceed
Really easy for a normal mode reset. The fact that the Exceed is unblockable makes you want to do it(Hit-confirming the Exceed is the best thing ever). Now for the MAXIMUM Mode one:
(Corner only? Yeah, the question still stays) [Jump Attack(If you want to use it, charge db, and watch out if you crossup)] cr.HP(You can charge db before it too), (Stop charging db) f+HK, Do the loop number 4 and when you want, after any QCF+LP, Any normal, (While your opponent is landing) Exceed
Another hit-confirm to the Exceed. The cr.HP is better for punish situations. If you don't like loopss, you can use this instead:
(That question again) [Jump Attack(You know what would be here)] cr.HP(Again, you know), (Stop charging db) f+HK, DP+HP/QCF(2x)+K(MAX cancel the second hit into) QCF+LP, Any normal, (While your opponent is landing) Exceed
A little easier to do, and... Good luck with this, it won't be hard for you. Now, practice, and be the best.