Art of Fighting 3/Karman Cole
カーマン・コール, Karman Cole | |
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Difficulty | Moderate |
Playstyle | Turtle, poking |
Birthplace | Germany |
Occupation | Garcia Concern agent |
Fighting style | Art of Self-Defense |
Weight Class | Medium |
Birthday | June 13 |
Introduction
Player 1 Color | Player 2 Color |
Karman Cole, a long-time employee of Garcia family in a personal assistant-like role who has known Robert since he was a child. He is sent by Robert's parents to find their son after he disappeared to look for his old childhood friend Freia Lawrence, which has led him to Glasshill.
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 |
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Move List
Esoterics
Color Coding
- Green refers to special move damage/frames when done in green meter, or otherwise the strongest damage it can deal.
- Blue refers to special move damage/frames when done in blue meter, or otherwise moderate damage it can deal.
- Purple refers to special move damage/frames when done in purple meter, or otherwise the weakest damage it can deal.
- Orange refers to the damage dealt in chip damage during block.
- Colors may be used otherwise to associate frames/scenarios to avoid confusion, i.e. Kasumi's 4C parry having two different sets of frame data.
Attacks, Notation and Damage
- [Brackets] refers to the specific attack in a string/rush combo that the attack box data is referring to.
- The arrow > on the left of it is the attacks that need to be done before the move in brackets can be performed. If there is an X, it means there are multiple ways of getting to the move in brackets which will be listed in the description.
- Damage values always assume grounded damage with no modifiers. If two damage values are listed with a / in-between them, it lists the damage it deals for grounded and airborne respectively.
- This is because these attacks are used in strings or otherwise as follow-ups where they're more likely to connect with airborne opponents rather than grounded opponents, such as Jin's 6B which hits twice, the first hit leaving the opponent airborne before the second hit.
- Ground/Aerial means if the attack is performed grounded or airborne. If an aerial, being hit during the attack will result in the attacker being knocked down.
- There is no true throw invulnerability in Art of Fighting 3, so when a move is listed as "Throw Invulnerable" it means the attack changes the character's hurtboxes in a way that the throw hitbox cannot collide with it.
Reading Frame Data
- Description of the five stats:
- Startup frames counts all frames before the first active frame comes out, aka how long it takes for the attack to come out
- Active frames is how long the attack is able to hit the opponent, starting at the first active frame
- Recovery frames is how long it takes before the player resets to neutral and can act again
- Total is all three stats above added up, so total number of frames in the move
- Hit/Block advantage is how much faster or slower you can act than the opponent by the number of frames
- Frame advantage, both on hit and block, always assumes frame advantage after the first active frame connects.
- If an attack lists "QKD" in its properties, this means it's an attack that can be teched out of faster than a normal knockdown. This affect only applies to counter hit launches or if the attack connects with the opponent in the air.
- When a move lists ST, SKD, etc. followed by a number in (parentheses) it indicates the frame advantage for the attacking player. Not all knockdowns are plus on hit and depends on the move.
- Knockdown frames always assume frame advantage against Jin. Everyone except for Robert, Sinclair, and Wyler share 16f of wakeup recovery after a knockdown. For Robert, Sinclair, and Wyler, add +1 frame advantage.
- This rule also applies to SKDs, however in this case Jin and everyone else shares 58f total of being in an SKD state except for Lenny, who is in an SKD state for 59 frames instead. For SKD frame advantage against Lenny, add +1 frame advantage.
- The wiki omits STKD frame advantage mostly because those are always plus no matter what, so it's somewhat pointless.
- The frames in (parentheses) next to a "Cancellable into..." sentence is how long you can delay a follow-up, AKA which exact frames you're allowed to cancel into a follow-up. If it states "onwards" then the cancel can be done whenever after the given frame. This info helps both for buffering inputs and also delaying strings for mixups.
Other Tips
- Moves are sorted by ascending number followed by ascending alphabet, so lower numbers first followed by lower alphabet letters. Moves with two button presses are organized last.
- It is recommended you read the brief descriptions to how the attacks animate in-game to familiarize yourself with each attack. Unfortunately, due to the rotoscoped graphics, animations lack key frames that help distinguish themselves as separate moves when viewed as single frames. This in turn makes some moves that share frames look identical to one another without context to how they are supposed to appear, without resorting to using gifs.
General Frame Data
Character | Jump Startup | Jump Recovery | Jump Frames | Hop Frames | Crouch Frames | Restand Frames | Crouch Height |
5f | 6f | 50f | 39f | 7f | 7f | Tall | |
Walk Startup | Walk Speed | F. Dash Frames | F. Dash Speed | F. Dash Distance | Backdash Frames | Backdash Speed | Backdash Distance |
0f | Average | 24f | Average | Short | 27f | Average | Average |
Grounded Normals
5A
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5B
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5C
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2A / Full Crouch 2A
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2B / Full Crouch 2B
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Jumps
j.A
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j.B/C
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Command Normals
3A
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4A
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4B
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6B
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4AC
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4BC
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Launchers
5AB
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Rush Combo Attacks
6A
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6A[A]
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Specials
Gebarutiga Fuusutoritto Fon Oopen
236B |
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Quick Under Straight
646A |
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Quick Back Knuckle
646B |
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Hefutigaa Shuutohsuguria
2146A |
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Aofoin'Nandaaforugente Byurufe
6321463214C |
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Miscellaneous
Raz
4C |
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Taunt
5D |
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Throw
6C |
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Karman's Pursuit
3A/B when opponent is on the ground |
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Karman's Instant Pursuit
3A/B when opponent is on the ground |
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Strategy
Moves to USE | Moves to AVOID |
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General Strategy
Karman's mixups are unfortunately very limited, but the one area that Karman excels at is his hard to counter okizeme without playing risky. Combine this with a character who is difficult to open up in general and Karman can rule the wakeup game despite lacking good lows for his mixups. He excels as a turtle and has several tricks up his sleeve that demand players play patiently against him or else face blowing themselves up. When Karman loses the life lead, his approach becomes much harder to accomplish given how defense-oriented his tools are. Making the life lead comeback is fortunately not too difficult as he can snag it back with only one knockdown to revamp his momentum, but if his approach is consistently countered, he's forced to play honest due to bad lows, lack of any launch combos without counter hits, and over-reliance on moves that can be easily parried or otherwise punishable on block. But when Karman has momentum, albeit not as deadly as Kasumi or Rody, is an iron wall that only pushes forward.
Karman doesn't have very many rush combos at all and the delay window for using them is small to begin with, but he doesn't need to delay his strings either anyways since his pokes by themselves are already solid neutral spacing tools, so he only really needs his rush combos for extending combos. If anything, using rush combos can instead benefit Karman's tick throw game, as his great range and quick recovery makes it difficult to judge his next steps when the opponent has to open him up. Players will likely be prepared to block against Karman more simply due to his difficult to counter range, giving him relatively more chances to throw, especially with 4B. Jab alone makes a rewarding and annoying poke that also benefits him with a simple but still effective combo. On wakeup, he has both a near instant reversal and dodge attacks that make the opponent second guess their approach, even his 4B that snags his turn back if the opponent hesitates even a little. Speaking of which, 4B is plus on block and results in a soft knockdown on hit, making it always useful in close range pressure, so long as the opponent doesn't parry, despite not hitting overhead. Karman can even counter on wakeup, although it costs 33% meter so it's risky. What really makes Karman stand out is his pursuit, which even with the fastest techs is instant on front hit, and can even warp him, reducing the travel distance. Paired with even an ounce of impatience, it's simple for Karman to confirm into another knockdown and/or combo and repeat the cycle as he steadily shaves off chunks of health.
Where Karman suffers the most is having to play offensively. Most specifically, lacking hard to block mixups is what prevents him from easily regaining his momentum off a life deficit. The only lows he has are 2A and 2B, which both pose their own issues: 2A is faster but lacks range and unsafe on normal hit, with 2B having an obnoxious startup time and still being unsafe on hit. Both lows become safe on counter hit, but using them at all is dangerous, yet it's all Karman has so he has to use them eventually. Everything else Karman has can be blocked or nullified with counters or the universal 4C parry. If he has the meter to spend, he can use either 646X special or his super attack to open the opponent. He can also use 236B to anti-air if necessary, but he has a few meterless anti-airs to work with. Karman's super is threatening, especially for packing super armor, but has a few quirks, too. The run distance itself is not as far as the other ranbu supers and it hits low, meaning it can be jumped. There's also the obvious flaw of its high spirit cost, but with proper spacing is still effective at taking the life lead back. 646B is almost useless as an approach tool since it can be ducked anyways, and both versions can be interrupted pre-emptively on reaction. If Karman uses 646B, it would need to be a well-timed anti-air which is easier said than done. Karman is much better off using 646A to approach since it at least hits overhead. Both versions being minus on block limits their usability, though. Karman can use 4B, which being plus on block instantly takes his turn back, but as with everything else can be parried and can potentially still whiff. This leaves Karman to play honest if all else fails with basic pokes and universal mechanics.
Karman is arguably the strongest turtle in the game besides Wyler, making matchups against characters who play rushdown very favorable for him. In other matchups however, Karman may struggle keeping the life lead, if at all. His longer ranged normals help his footsies game quite a bit, but with no good approach options, leaves him playing a chasing game against hit-and-run strategies, namely Ryo if he so chooses and especially Lenny. Other matchups like Rody, he doesn't have to worry about leaving his comfort zone. In almost all matchups, he'll have to deal with mixups that outclass his own, but has reliable wakeup tools and low punishment to compensate. He may have to rely on spirit more depending on the matchup in order to patch up some holes depending on what the other character does better compared to Karman.
Matchups
VS Jin
Average matchup for both characters, it's essentially turtle vs turtle. While Jin isn't explicitly a turtle, has a few tools that help him achieve some decent defensive play. Both characters are tall, have standing counters, situational special moves, metered reversals, the works. What Jin provides over Karman is his superior mixups, particularly his lows, and his double jump to force Karman to go after him or otherwise be a sitting duck. Jin's double jump can still be anti-aired if the Karman player knows where Jin will land or how he'll use his double jump, that and it's the one instance where his jump B can be consistently used to challenge Jin since all Jin has otherwise is a stubby air chop or a risky elbow dive. Besides that, Karman has instant pursuits and his super is arguably better than Jin's being an unblockable ranbu super as opposed to Jin's situational raging storm. Karman also has slightly faster normals than Jin other than his lows, but since Jin also has good range on his moves, he won't struggle to deal with Karman, either. Neither character has a major advantage over the other, though Karman has arguably better footsies and Jin having a better air game and better mobility than Karman despite his iffy jump attacks. As usual for Karman, Jin has little reason to block low against him, but he's at least slower than Karman in some regards, which gives Karman slightly better chances to land some lows.
VS Kasumi
Karman's 5C can hit Kasumi on round start, or he can otherwise choose to use his 236B reversal or a 4B if Kasumi tries to approach him without an immediate attack. Although Kasumi has some use for blocking low against Rody, Karman poses zero threat since his meaningful lows come out too slowly in comparison to Kasumi's great lows which give her far better reward on hit than they do Karman's lows. This forces Karman in a matchup where attempting lows is too easy to punish, and has to rely on 4B and jab pressure to choke the Kasumi player into making a mistake. But since he can only rely on highs and mids, and Kasumi has a parry that pushes her forward, on top of her 4A parry and other fast long ranged normals, Karman can be very prone to easy punishes. He racks up damage fast thanks to his instant pursuit and has easier juggles than Kasumi does, assuming he can land some pokes and/or counterhits. His only real advantage is he can use his unblockable super on wakeup if he has the spirit for it, which Karman has very little reason to use outside of counter in this matchup when all of his specials just leave him wide open to being punished and Kasumi has more than enough to work with for punishing him. Jumps are committal too, since he has no real air buttons to jump in with outside of maybe hop j.A, but none of his buttons reach far enough to contest with Kasane Ate unless he trades. And with very few rush combos of any kind, Karman can't use delayable strings to his advantage and pose a real threat. The best strategy for Karman would be to run away once he gets the life lead and force Kasumi to approach him. Since his jabs are so powerful at frustrating opponents, that's the one area that Karman can consistently pressure Kasumi in, on top of being very safe to use if Kasumi doesn't parry it back. Not a horrendous matchup, but Karman has very little he can work with to actually open Kasumi up that it makes it difficult to come back from a life deficit against semi-patient Kasumi players.
VS Lenny
Arguably Karman's worst matchup to deal with. Pair a turtle with a turtle, one who can't approach and the other who can run away all match, and it's going to be very rough for Karman to recover from a life deficit. One of the biggest reasons is that although Lenny only has one low, 2A, it has significantly more range and startup than Karman's own lows. There's almost no chances for Karman to use either low when Lenny is always out of range and can easily punish either low. Secondly, Lenny outranges Karman in general with many of her moves. Karman can contest with her jab range and everything else he has to bait with either parries or block punishes. If Lenny opts to using her safer attacks, whiff punishing is out of the question since Karman really only has 6A, 5C, or one of the 646X special attacks he can use. Karman should never use his 646X special in neutral, however; Lenny can punish it on reaction with her projectile. So if Karman wants to punish Lenny's farthest attacks, he has to burn meter to do so, and her closer attacks he needs optimal spacing. That's easier said than done though when, perhaps the biggest issue in this matchup, Lenny can use 4B to escape Karman's pressure and potentially even punish him for approaching her, especially if she baits a reaction from Karman out of 66A. Not only that, Lenny's projectile can catch any sort of flinch from Karman whose only options are to punch it out or jump it. One other note is that Karman's only useful jump-in in this matchup is j.A, which Lenny can anti-air with 5B regardless of jump height. For Karman to do anything in this matchup, he needs to get the life lead and stay far away from Lenny, forcing her to approach instead. Chances are Lenny is in the life lead instead, however, leaving Karman having to play very patiently and slowly push Lenny into a corner, blocking whatever he can to keep Lenny pinned down. Karman may also have to live without his super since he'll likely burn through it with whiff punishes and/or counter usage. Whenever possible, Karman needs to keep his turn through 5A and 4B as they leave him plus on block, and give him simple but still reliable confirms for his BnBs. Since Lenny also has lengthier attacks in recovery, well timed dodge attacks can help Karman tremendously in ironing out some momentum, too. And ideally, Lenny should be prevented from using her ranbu super at all if possible, which travels farther than Karman's super, but Karman can also use this as a chance to turn things around on whiff if the player knows the precise spacing for it. Karman has to play super risky overall since anything he does can be punished by Lenny unless it's plus on block and will have to work to call out Lenny well ahead of her active hitboxes coming out on attacks. Score one knockdown, however, and Karman can potentially turn the whole thing around since that only leaves Lenny either 4C parry, 4B or her jab on wakeup, maybe her ranbu super. Just be cautious and ready to block if the Lenny player panic attacks on wakeup.
VS Robert
Average matchup, and pretty to the point. Both characters have mediocre lows at best, though Robert has the advantage of much faster startup on his 2B with better reach, too. Karman's ranbu also loses out to Robert's which packs significantly more range, and better air buttons. Robert is, however, unlikely to land his 4A launcher due to its stubby range which Karman can freely punish on whiff, which forces Robert to fish for launch combos more than he would in other matchups considering Karman is a turtle. But because Karman's a turtle, that also leaves Robert fewer chances to use his 5AB launcher on whiff punish scenarios. Both characters also possess good range on their normals and are both competent at footsies poking, both characters even being able to use a round start attack for an instant advantage: Robert's 5B and Karman's 5C. Robert's 5B is faster than Karman's 5C, though. Robert also has fireballs, which will give Karman trouble due to his larger size and lack of any meaningful ways of countering them, though Robert is also unlikely to throw many fireballs, either.
VS Rody
Since Rody has to constantly charge in to be a threat, there's almost zero reason for Karman to play on the offensive when Rody is approaching him instead. He has a projectile, but besides that, Rody has nothing to incentivize Karman to approach him other than a life lead. Rody has unquestionably better lows than Karman does, so despite the worse range compared to Karman, it's easy for Rody to charge in and force Karman in a 50/50. If Karman knows how to handle Rody's mixups, Karman is free to punish Rody. That said, Karman will likely burn through meter a little more due to his instant reversal, on wakeup or neutral otherwise, and having a counter can make Rody second guess using highs or mids. Rody at the least has jump B he can use to delay a counter hit launch combo with the use of hops, an attack that also packs good range to deal with Karman. Karman is also unlikely to have much chance to use 4B as Rody is fast enough to punish it on reaction if the player is quick enough, so no plus on block pressure for Karman. That's more or less it, as it really is a matter if Karman guesses wrong or not on Rody's mixups - and that's with Karman being a very tough wall to crack with a strictly rushdown character.
VS Ryo
Depending on the way the Ryo player decides to play, Karman might either play an average matchup or he may play a tougher matchup. On a baseline level, Ryo has a better ranbu super and better specials than Karman, most of which Karman has no real counter for besides respecting them. On the bright side, it lets Karman conserve his meter for ranbu when he needs it, since Ryo will likely be fighting up close. Karman can deal with Ryo fighting as a shoto, rushdown mixup pressure fighter, but will struggle dealing with a defensive Ryo, a zoner, or the worst of it, if Ryo plays the hit-and-run game where Karman has no choice but to approach. Against a shoto or rushdown playstyle, Karman doesn't have much to worry about as he can approach it like any other matchup, only having to put up with crossups and Zan Retsu Ken. As a zoner or defensive playstyle of any kind, it means Karman has to approach Ryo. Karman's bigger hurtbox can make it difficult to avoid Ryo's projectiles, and otherwise has no attacks to reliably deal with Ryo's fireballs. If Ryo uses wall jumps, Karman will have to fight for his turn back. It's not impossible, though, because Karman has his j.B to attack upwards with and can use his 236B reversal to challenge Ryo, even his dodge attacks if the Ryo player is particularly careless. But in this playstyle too, Karman will be forced to time his ranbu super or otherwise face a whiff because Ryo barely jumped out in time. It could be the one time 646B is useful if Ryo is very far away, but the timing needed and meter spent is still too risky to make it worth the shot. Not Karman's worst matchup, as even the worst points have some kind of counter, but Ryo can also force the match to make it so that Karman has to move out of his turtle shell at all times.
VS Sinclair
Any long ranged attack, or any attack that Sinclair does in general, is a free window for Karman to use his 646X special attack to punish Sinclair. Besides that, Karman outranges Sinclair's jab and her 2A low, which gives Sinclair very little chance to charge in and land a 4A launcher, especially since Karman can freely 5AB or 236B Sinclair out of fake jump-ins to setup her TOD combo. For Sinclair to use her 50/50, she needs to use 2B to contest with Karman's own long ranged 2B. Overall an easy matchup for Karman as long as he keeps playing the keepout game against Sinclair and remains aware of his spacing from her. Sinclair is still capable of poking with 3A against Karman, and on whiff scores free damage with 214A. It hardly matters when Sinclair has to approach Karman, however. The only advantage Sinclair has is she can duck Karman's main moves, even though she still can't punish with anything reliable.
VS Wang
Arguably a good matchup for Karman, though Wang being able to duck Karman's main moves makes it the one matchup Karman will most likely have to use his overheads to keep Wang from crouch blocking the whole match. Besides that, Karman easily outranges Wang, which always puts Wang at a disadvantage if he isn't right in front of Karman. He also recovers fast enough that Wang most likely won't whiff punish him without 22A. If Wang can get in, however, he can pester Karman with his faster lows and thus force Karman to prepare to block low, which then opens up more windows for Wang to throw out some overhead mixups. Both characters deal around the same average damage output for the duration of the match, but since Wang can't reliably whiff punish, he benefits most from tempting Karman to use unsafe on block attacks then following up with using his BnB on Karman. This will give Wang both okizeme and more than likely the corner as well. And although Wang gets decent mixups from his jumps, jumping against Karman is too risky with both his longer ranged attacks and also being able to confirm jab into a simple BnB. Regarding his jab, Karman is free to pressure with jab as with any matchup, but Wang can challenge with his 4A to force a trade, one that also beats Karman's jab in damage and resets neutral to help Wang close the gap. Not too lopsided of a matchup, it's whether Karman can keep Wang out and knows how to deal with Wang's mixups. To a small extent, whichever player spends their meter better will also impact the matchup. There's zero reason for either character to use their special moves besides their reversals and 22A for Wang, either because they whiff or are too easily punishable to be worth the trouble. The unspent meter means they'll likely both have access to super if no taunts occur, both of which are ranbu types. But at its core, it's a question of if Wang manages to get in and rack up damage fast.
Combos
Note: Combos marked with a ★ symbol are the optimal combos available to the character. Characters are also denoted by the first three letters of their names to indicate that the combo works on them. If it works on all characters, it will, obviously, be marked as "All."
- JIN: Jin
- KAR: Karman
- KAS: Kasumi
- LEN: Lenny
- ROB: Robert
- ROD: Rody
- RYO: Ryo
- SIN: Sinclair
- WAN: Wang
- WYL: Wyler
Rush Combos
Rush Combos | |||||
Combo | Difficulty | Damage | Works On | Notes | |
★6AAB | Easy | 1264 | All | 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 | 1048 | All | 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. | |
5AB, 6AAB | Easy | 2120 | All | 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
Juggle Combos | |||||
Combo | Difficulty | Damage | Works On | Notes | |
★5A x3 > 5C > 3A Pursuit | Simple | 1184 | All | 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. Minimal damage, but you still get an easy knockdown confirm and it's safe on block. | |
★4B > 5A x3 > 5C > 3A Pursuit | Simple | 1848 | All | 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. | |
★4B > 5A x1-2 > 236B > 3A Pursuit | Easy | 1968-2128 | All | 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. It's possible to link 3 5A jabs into the combo, but it requires the corner and Karman can't be too deep into the corner or else he faces pushback. Against Jin, it is possible to link 2 5A jabs from midscreen, but it requires immediate timing. | |
(corner) 5AA, 5AB, 6A, 236B | Easy | ||||
4B, 5AB, 6AAB | Easy | ||||
j.B, 5A, 5AB, 6A (whiff), 5AA, 5C | Moderate | ||||
(corner) j.B, 5A, 5AB, 6A (whiff), 5A, 236B | Moderate | ||||
j.B, 5A, 63214~63214C | Very Hard | All | Incredibly difficult link from jab into super. Even if the opponent tries to buffer jump to escape in the off chance that human error from Karman occurs, it's likely Karman will still land the super during the jump startup. However, you have to buffer the jab inside of the super input which is easier said than done. You have to perform it as 63214~5A~63214C in order for it to work. If you press 6A, the game will read it as a counter instead. If you can pull this off in a real match, especially the super tight link from j.B, this ups Karman's pressure game immensely, but don't expect to pull it off. | ||
Death Combos | |||||
★j.B > 5A > 5AB > 6A (whiff) > 5A OR 5AB > 6AAB > 3A Pursuit | Hard | 4256 | All except WAN | Karman's TOD combo that works on the entire roster (besides Wang). Timing it varies for every character and can be awkward to do in general, and that's if Karman is close enough. Karman doesn't need j.B to start the combo as it already deals tremendously huge damage, but it helps. The 5A > 5AB link itself is a tough hit confirm but the link itself is lenient. What makes this combo hard is everything else after the first 5AB. Karman has to then cancel 5AB into 6A since it's a rush combo he has, but he must not do it too early - he has to whiff it. If he hits the opponent with 6A, they'll be knocked too far away. After the whiffed 6A, Karman then has to do either 5A or 5AB - choosing between either consistency or damage, basically. 5AB's hitbox will inevitably whiff here and there because of how tall it is. By that point it's just doing the rush combo, but be careful about the 6B timing as that too can fully whiff. All of this changes depending on the character as well. |