hide results

    Mr. Karate by KEav

    Version: 0.2 | Updated: 01/01/70 | Printable Version | Search Guide | Bookmark Guide

                             Fatal Fury:Wild Ambition
    
                        FAQ/Movelist for Mr. Karate, v.0.2
    
                                   by Kevin Eav
    
    Disclaimer: This document and contents, including wording, grammar, and
    punctuation are copyright Kevin Eav.  Mr. Karate, Fatal Fury:Wild
    Ambition, and any other names or unique identifiers used within this
    document are copyright SNK.  This document is free for distribution
    provided that it is unaltered in any form--in name, author identification,
    or actual document content.
    
         This is primarily to be a movelist for Mr. Karate, the first
    available hidden character (of two) in the game Fatal Fury:Wild Ambition.
    I will discuss the properties of his attacks, and perhaps some general
    strategy; I will not provide any sort of character information initially.
    It is to be a relatively short document, however, I may expand it in
    further versions.  I will also not be including the common moves--dashing,
    counterattacking, and the like, because those may be found in Andrew
    Seyoon Park's excellent general FAQ for this game, found at
    www.gamefaqs.com.
    
    Version History
    0.2 6/27/99 -- Added combos, corrected some info, changed some layout.
    0.1 6/26/99 -- Put down beginning information, basic information.
    
    Legend:
    ub  u  uf      ub--Up-back       u--Up       uf--Up-forward
     b  n  f        b--Back          n--Neutral   f--Forward
    db  d  df      db--Down-back     d--Down     df--Down-forward
    
    qcf -- Quarter-Circle Forward (d, df, f)
    qcb -- Quarter-Circle Back (d, db, b)
    hcf -- Half-Circle Forward (b, db, d, df, f)
    hcb -- Half-Circle Back (f, df, d, db, b)
    dp  -- 'Dragon Punch' (f, d, df)
    rdp -- Reverse 'Dragon Punch' (b, d, db)
    
    'Back' and 'Forward' are relative to the direction your fighter is facing.
    
    P refers to the Punch button, K to the Kick button, and S to the Special
    button.
    
    Counterattack: A rising elbow uppercut, similar to Tsugumi's d, df, f+P.
    Front Throw: Takuma grabs the opponent, flips them over and lands with his
    shoulder in their sternum, then flips away.
    Back Throw: Mr. Karate pushes the opponent forward then punches them in
    the kidney, knocking them down.
    
    Command Attacks
    ---------------
    Axe Kick
    f+K
    
    Takuma brings his foot up, then slams it downward.  The axe kick is a
    two-hit attack, and the second attack is an overhead.
    
    Roundhouse Kick
    After Axe Kick, C
    
    Takuma follows up the axe kick with a hard roundhouse kick.
    
    Step-in Shin Smash
    df+K
    
    Takuma takes a quick step then smashes his foot down on the opponent's
    shin.
    
    Oniguruma
    f+C
    
    As in KoF'98, Takuma lunges forward with a hard punch. Unlike KoF, Takuma
    does not knock down and he performs two hits.
    
    Back Spin Kick
    db+C
    
    Takuma suddenly spins, lunging forward with a high back spinning kick.
    Similar to his close standing D, but not angled as high.
    
    Uppercut
    df+C
    
    Takuma strikes with a hard standing uppercut. This attack will launch the
    opponent.
    
    Special Attacks
    ---------------
    
    Ko-oh-ken
    qcf+P or S
    Hits: 1/1
    Damage: 20 (or 30)
    Takuma's favorite fireball.  The P version travels slowly and reaches
    half-screen; the S version is faster and travels 2/3rds of the screen.
    If the opponent is hit by the 'explosion' of the Ko-oh-ken, they get
    knocked down and take an additional 10 damage points for a total of 30.
    
    Dragon Punch(No, not really)
    dp+P or S
    Hits: 2/3
    Damage: 50/70
    This is probably the strangest that SNK could have done--giving Mr.
    'Kyokugenryu Needs No Uppercut' an... you guessed it, uppercut.  It seems
    to be a pretty standard uppercut, good for air-defense.
    
    Hienshippukyaku
    qcf+K, repeat
    Hits: 2 (max)
    Damage: 39 (one hit)/50 (both hits)
    SNK retuned the Hienshippukyaku pretty heavily in this game.  No longer
    does it fly straight and fast like the Hienshippukyaku of yore; now it's a
    rising kick that can be followed up with a second kick after the first.
    It isn't a combo tool any longer.
    
    Zanretsuken
    f, b, f+P
    Hits: 21
    Damage: 55
    Another old standby, SNK decided to take the KoF'98 command for this
    attack.  As before, Takuma launches a series of fast fists; an opponent
    caught in this will be subjected to a series of punches, then will be
    uppercutted and then punched away.
    
    Mouko Burai Gan
    qcb+S
    Hits: 1
    Damage: 30 (31 as counter)
    Takuma pauses, then throws a hard straight punch that will knock the
    opponent down.  If, however, they attack while Takuma is in his
    reared-back pose, he'll hit them with the punch (which will be surrounded
    with a blue glow), then turn away, crossing his arms as they're blown
    backwards by an explosion.
    
    Kyokugenryuu Punch Dance
    rdp+P
    Hits: 5
    Damage: 58
    Unlike the usual punch dance attacks, this one starts with an overhead
    elbow, then goes into a series of attacks ending in an uppercut that
    knocks down.  Good damage, and must be blocked high.
    
    Air Ko-oh-Ken
    in air, qcf+S
    Hits: 1
    Damage: 20
    Borrowing from Ryo's old bag, Takuma sends a fireball down at a 45-degree
    angle.  Somewhat slow, and of limited use IMO, but still handy to have.
    
    Haohshokoken (Super Power)
    f, hcf+K+S (air)
    db+K+S (fake)
    Hits: 1
    Damage: 122
    The old standby. It moves fairly quickly and hits hard.  And, now, it can
    be done in midair.
    
    Ryuko Ranbu (Overdrive Power)
    qcf, hcb+S
    Hits: 22
    Damage: 180
    Takuma pauses as the Overdrive lightning flash shows, then lunges forward
    (a considerably smaller distance than ever before) and, if he hits his
    opponent, goes into a long rush-combo, ending with the usual Haohshokoken.
    
    Combos
    ------
    
    All of these combos can be preceded with a jump-in attack for an extra hit
    on the meter/extra damage.
    
    P ->P ->P ->P ->P          (Rush: 5)
    
        P ->*K ->S              (Rush: 3)
               ->d+S            (Rush: 3)
               ->df+S           (Rush: 3)
               ->dp+P/S       (Rush: 4/5)
               ->qcf+K x2       (Rush: 4)
               ->f, b, f+P     (Rush: 23)
    
    d+P ->*d+K ->qcf+K x2       (Rush: 4)
               ->dp+P/S       (Rush: 4/5)
    
       *S ->*S ->S           (Rush: 3/4)
               ->qcf+P/S      (Rush: 2/3)
               ->dp+P/S      (Rush:3/4/5)
               ->qcf+K x2     (Rush: 3/4)
               ->f, b, f+P  (Rush: 22/23)
               ->qcf, hcb+S (Rush: 23/24)
    
    *--These are the 'interruptible' attacks; follow the arrows underneath for
    the appropriate commands.  In the case of the S->S->S chain, the slashes
    indicate interruption on the first or second hit, and/or strength of the
    move involved (i.e. dp+P/S, Rush: 3/4/5; 3 hits interrupted at the first
    S, with dp+P, 4 hits with dp+S, 4 hits, interrupted on the second S with
    dp+P, 5 hits interrupted at the second S with dp+S.)