Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
An example is cancelling Makoto's f.LK into her command grab (hcb.K), which is called kara-karakusa. There's a bunch of them but some are more useful than others. IIRC Makoto's kara throw lets you grab an opponent after comboing the command grab into HP xx qcf.HP just like in 3rd Strike. It's not trivial, though. I've been able to pull it off on keyboard but haven't done it ever in stick, since it requires you to do the hcb motion in a few frames.
Kara can be used for armor properties as well, it isn't just for throws. (Though throws are the most known, and common.)
Yun has kara palms that are a necessity if you wanted to play him at higher levels.
Anything can be cancelled into another input if the next input is higher in the priority scaling. EX moves cancelled into super/ultra will give armor properties of the EX move, but will not burn the EX meter of the move that was cancelled.
You can kara EX parry into super as Gouken, or EX run into super for Fuerte for armor cancelled supers. You can armor cancel ultras too. Fuerte has a very useful Armor cancel for his Ultra 2.
Gen can cancel his focus attack into his stance change for a stance parry. You can even Kara taunt with focus attack > taunt to absorb fireballs, or single hits with high recovery frames.