Art of Fighting 3/Karman Cole

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カーマン・コール, Karman Cole

Introduction

Difficulty: Moderate Playstyle: Turtle, poking

The snazziest looking man in the whole game. Karman does not bring a lot to the art of fighting table, but what he does bring is some meaty, solid pokes and a cool attitude to show that he means business. He's a fairly peculiar character, seeing as he has very few combos in a game full of specific combos to learn, but instead focuses on a general gameplay of poking until he scores a knockdown, and then following up on inescapable setups for his damage. This is thanks to his instant Pursuit and his throw based super which is particularly nasty to unsuspecting foes.

Karman may hit hard, but he never took the time to learn how to hit low, thus making his low game very weak. He also doesn't like launching the opponent upwards either outside of one move, making his combo game also miniscule compared to others, and while he hits fast, he takes awhile to recover from each strike. He's heavily dependent on keeping the momentum where he can continue scoring damage off of his Pursuits. Despite lacking in key areas, he's still snazzy and always makes sure he looks professional as he kicks your ass. If you want a character who hits hard and looks cool while doing it, try giving Karman a go.

Strengths Weaknesses
  • Desperation move is fast, hits hard, and is a running command grab which will catch people off guard
  • Great combo damage off of his equally great 6AA
  • Instant Pursuit that is impossible to escape unless teched perfectly
  • Reliable poking game that compliments his good damage off of Pursuits
  • Near instant reversal off of 236B
  • Best looking pursuit in the game
  • Very damaging launch combos
  • Sells kars, man
  • Many of his lows take a super long time to come out
  • Only one launcher that can be ducked
  • Usually has to rely on counter hits for launch combos
  • Has almost zero combos outside of 6AA
  • Lengthy recovery on many moves
  • Little reason to block low against him
  • Gets confused with buff guys living inside pillars
  • Replaced Geese Howard
Player 1 Color Player 2 Color
AOF3 Karman Cole 1P.png AOF3 Karman Cole 2P.png

Move List

Grounded Normals

5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Pretty basic jab where Karman slaps his palm forward towards the enemy. Its long range makes it an easy punish, though the damage isn’t particularly high. This tool is where you’ll most likely get Karman’s combos from since you can combo into 5C with his jab, making for the easiest combos in the game. But if the opponent knows how to block and how to work around his jab, it won’t carry Karman amazingly far. But it’s range does beat out characters like Kasumi’s jab, assuming she doesn’t go for a low crush or similar.

5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Karman does a plain kick forwards. Long range poke that reaches farther than 5A, but that’s it really. Not useful in combos because of its length, but it will suffice as a quick option.

5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Stronger and slower version of his 5A. Since he can cancel into this from 5A, it’s good as a basic combo ender that knocks down. You probably won’t use it by itself since jab is quicker, but not a bad move regardless. It reaches farther slightly so time it right and it’ll mess with the opponent’s momentum.

2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Karman punches at the opponent’s legs. Basic poke, but nothing special. Although it certainly comes out much faster than his 2B. Somewhat stubby, unfortunately.

Full Crouch 2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Slower version of 2A. Don’t use this move, it has nothing over regular 2A.

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Karman crouches down and sweeps at the opponent with a direct, frontal kick. While the damage is good and it shrinks Karman’s hitbox, the startup is obnoxiously long. Even for its range, the opponent will likely have enough time to react unless they’re in a bit of a panic. The worst part is this is one of Karman’s only lows in the game, and with few overheads, his mix up game is rather weak. You’ll have to practice using this move, but it will always be risky.

Jumps

j.A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Basic aerial punch. Nothing else to it, although it’s angled low so it’s generally better than other j.A attacks.

j.B/C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Karman kicks up in front of him. Overall not a good aerial, but the hitbox below his leg is slightly bigger than Lenny’s j.B so you’ll land it slightly more consistently.

Command Normals

4AC
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

One of two dodge moves, Karman will do a quick dodge before proceeding to do a rushing punch forward. Bad range in comparison to his other pokes and being a high makes it kinda useless, other than being barely faster than 4BC. You can perform only the doge by itself, but we don’t know how to (consistently).

4BC
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

4BC - The other dodge move, Karman dodges then follows up with a 5B quick kick. The better choice with decent range and a way to throw the opponent off. Hits mid, however, so not useful against crouchers. You can perform only the doge by itself, but we don’t know how to (consistently).

3A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Another attack where Karman swats at the opponent’s legs. This seems like a useless move, but it’s honestly not that bad. It reaches farther than 5C does, and it hits overhead, so it makes an easy overhead punish if the opponent is expecting one of Karman’s lows.

6B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Karman does two quick kicks in front of him, first low then high. Mostly used for combo reasons, but the first kick hits overhead so it's not a bad attack to use to bully crouching players and score a knockdown.

4BB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Karman does an overhead kick that strikes his heel downwards. It has decent range and the opponent likely won't expect it, with room for a couple of follow ups. The 4BB extension makes for another easy combo off of 4B, but there are better options unless you wanna swag on a round ender.

Launchers

5AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Karman’s only launcher. And it can be ducked for an easy whiff punish. It deals good enough damage and it’s fast enough to be a decent combo starter, nor is the range bad either. You don’t necessarily need it since Karman’s pokes do well enough as is, and there aren’t that many chances you’ll have the window to land a dazzling combo on the opponent outside of his staple rush combo.

Specials

Gebarutiga Fuusutoritto Fon Oopen
236B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • A very funny Karman kick. Works reasonably well as an anti-air but doesn’t cover directly above him so try not to use this when you think your opponent is going to jump over you. The startup is very quick though, making it a reliable reversal on okizeme. It hits mid so it can be blocked either way, but it’s a typical DP attack. Just good enough to be one of Karman’s more consistent tools with and it’s easy to combo into.

Quick Under Straight
646A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • A fast dashing overhead. Decent option, and probably your best special move, especially since it’s one of his few overheads that also knocks down. No good for combos, however, so use it as a raw poke by itself to punish the opponent for flinching. The recovery is lengthy, however, so it’s not difficult to punish.

Quick Back Knuckle
646B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • Slow, long range high. Almost zero practical use as it can be ducked and doesn’t launch. Useful as an anti-air, maybe, or maybe in combos. But 5AB does the combo part well enough already.

Hefutigaa Shuutohsuguria
2146A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 33%
  • An actual, proper counter move. When hit, Karman kicks the opponent a few times into his 5AB launcher arm punch. The only follow up you can perform is his Pursuit, but the corner carry is the highest he has, arguably higher than even his combos. It will not counter lows, but get a good read and it’ll hurt the opponent. Of course on the flip side, use it too much and it’ll hurt the Karman player for being predictable.

Aofoin'Nandaaforugente Byurufe
6321463214C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 75%
  • Now that’s a mouth full of a name. Karman rushes forward and delivers a series of throws to the opponent for heavy damage. It’s a grab so use it if the opponent is blocking you. Since it’s a grab super, you obviously can’t block it, and just like other unblockable ranbu supers, there are unblockable setups in the game especially on okizeme. While not invincible, it’s really difficult to react to in the first place.

Strategy

Karman isn’t exactly a combo character; all he really can do is 6AA6BB (which to be fair does more than enough damage). He’s focused more around poking the opponent with his strong normals and whiff punishing with 2146A and 646A, and threatening the opponent with command grab when in desperation.

Combos

Rush Combos
Combo Damage Works On Notes
6AA 6B Karman's go-to string. While this can be said about literally any character in the cast, Karman has few combo opportunities so you'll be doing this rush combo very often. While the 6B at the end will punish crouchers, players that know the matchup will know to always block high and open Karman up a bit.
4B 5C Easy combo string for good damage on a move which the opponent doesn't usually expect coming. You can add a couple jabs for more damage.
5A+B 6AA 6B Combined 5AB with the basic rush combo. While you can cancel the 5AB, the following rush combo will whiff against some characters so it's better to delay it. They're not going anywhere after you've launched them, anyways.
Juggle Combos
Combo Damage Works On Notes
5AAA > 5C Easy combo off of a jab punish, counter hit or not. Use this combo every chance you get as it'll guarantee free damage as long as you aren't too far away.
4B > 236B > Pursuit While not the most amazing combo, the 236B will put you right next to the opponent for a Pursuit that is almost certainly impossible to escape.
4B > 5AA > 5C Karman's staple jab combo but starting with 4B instead. This has much better corner carry at the expense of its longer startup, aside from the extra damage.
(corner) 5AA, 5AB, 6A, 236B
4B, 5AB, 6AAB
j.B, 5A, 5AB, 6A (whiff), 5AA, 5C
(corner) j.B, 5A, 5AB, 6A (whiff), 5A, 236B
j.B, 5A, 63214~63214C
j.B, 5A, 5AB, 6A (whiff), 5AB, 6AABB


General
FAQ
Controls
HUD
System
Training Mode
Characters
Jin
Karman
Kasumi
Lenny
Robert
Rody
Ryo
Sinclair
Wang
Wyler