![kof 13 mr karate kof 13 mr karate](https://i.ytimg.com/vi/JMTH-uMdYRo/maxresdefault.jpg)
Affects damage scaling too much and knocks back too far for it to have mid screen applications imo. Higher damage than his other two options, and seems connectable in most situations.į,b,f+P only seems to have uses in the corner. in the corner indefinitely.į+A command attack can be canceled into dp+C on the second hit and connect, which seems to lead to his biggest midscreen damage opportunities (c.B, s.B, f+A xx dp+C~A+B…)īest super to use for ending combos appears to be qcf, hcb+P. I assume this is to prevent the ability to loop dp+C~A+B, dp+C~A+B, etc. projectiles, and the qcb+P counter is more of a reaction tool.ĭp+A will hit opponents in juggle states, dp+C will not. If used late, you will be hit out of start up. Will go through projectiles in the middle of its animation. Only use from 2/3 of the screen or closer, but depends on projectile properties of individual characters.ĮX hcf+K is something of a teleport into a command grab.
#Kof 13 mr karate full
From full screen the opponent has more than enough time to block the counter, where Mr. Frame advantage depends on the distance from the projectile’s originator.ĮX qcb+P Counter will instantly punish projectiles, but again is range dependent. Qcb+P counter will teleport through projectiles and establish close range. The first is allowing him to combo into air hcf+K (hcf+B, specifically) from his standing normals, and the second is to allow for cross-up mix-ups after resets.ĮX qcf+P has automatic guard crush properties on block. I see this as being useful for two things. I’ll go over a few points:Īll of his normals (standing and crouching) with the exception of s.D are jump cancelable on hit (not on block). Now that he is available I think it’s time we started discussing his merits.