MEMBER ACCESS


RECENT VIDEOS
STA Ranbat Season 4 Standings

1) LPN – 27 pts
2) Hoodaman – 13 pts
3) SBA.Harrison – 12 pts
4) Hargi – 11 pts
5) Kineda – 8 pts
6) UyuuPop – 5 pts
7) SFGIEF – 3 pts
7) iLLiterate – 3 pts
8) n0thingman – 2 pts
8) JerryBad – 2 pts
8) One Time Hero – 2 pts
8) Cool Karl – 2 pts
9) Jsze – 1 pt
9) Haunts – 1 pt
9) Alex T. – 1 pt


1) IGL.HonzoGonzo – 27 pts
2) [STA]WindZero – 24 pts
3) CrispyTacoz – 10 pts
4) Jeffy – 5 pts
4) RHF Druid – 5 pts
5) Robert – 4 pts
5) Cesar – 4 pts
6) Shorty – 3 pts
6) Cowmooh – 3 pts
6) ThaGuy – 3 pts
7) EMP.Haunts – 1 pt
7) SBA.Harrison – 1 pt
7) [STA]Alex – 1 pt
7) Fubarduck – 1 pt
7) Heroic – 1 pt


1) LPN – 23 pts
2) [STA]Willpower – 10 pts
2) iLLiterate – 10 pts
3) BadIntent – 8 pts
4) Jsze – 7 pts
5) JudoTrip – 5 pts
6) Haunts – 4 pts
7) JD – 3 pt
8) UyuuPop – 2 pts
8) fubarduck – 2 pts
8) MynameisJeff – 2 pts
8) Jeff Uppercut – 2 pts
9) Jeffy – 1 pt
9) KuroKiba – 1 pt 


1) BBZ – 30 pts
2) Fixel – 17 pts
3) Hellpocketz – 11 pt
4) El Gallo Negro – 7 pts
5) Charizard – 5 pts
6) N4US – 4 pt
7) LPN – 3 pts
7) Kinetix – 3 pts
7) Jack Burton – 3 pts
8) Chris-tan – 2 pts
8) Haunts – 2 pts
8) CJ Soulstar – 2 pts
8) J’ (Reiki) – 2 pts
9) TastyLumpia – 1 pt
9) RogerDodger – 1 pt


1) Leezy – 30 pts
2) Phil – 19 pts
3) LionX – 12 pts
4) Dave Tran – 7 pts
5) Crackfiend – 5 pts
6) GH – 4 pts
6) ChocoThunda – 4 pts
7) Tyram – 3 pts
8) David – 2 pts
8) Mr. Warzard – 2 pts
8) CJ Soulstar – 2 pts
9) Matt V. – 1 pt
9) Onikage – 1 pt
9) Dean – 1 pt

SSFIV GUIDES

GLOSSARY > GENERAL TERMS > KARA

Search the glossary for entries containing:

Send new entries and corrections to: admin@iplaywinner.com

Kara is a Japanese term that literally translates to "empty". 'Kara' is used not as a stand-alone term, but as an affix for others. Kara-throw, kara-palm, kara-srk are all examples of such. The functionality of it is that the game system allows you to cancel a startup of the move to a special or a throw. The true-application of this is that a lot of normals in the game moves the character sprite forwards or backwards during startup. Cancelling these frames into a throw or special greatly extends the range of said throw or a special. Most widely used kara is the kara-throw. Ken has an amazing kara-throw in SF4 with his f+forward, and it pretty much triples his throw-range. Zangief also has a kara in SF4, but it's a kara-greenhand with his standing roundhouse. This allows you to punish blocked Blanka balls that you normally can't. There are a lot of positives of using a well-generated kara move. A negative is that because you are utilizing another move and THEN cancelling into your throw or a special, the timing is slower than normal. This means you can be hit before your move comes out, or the opponent will have enough time to late-tech your throws, etc. This is just another tool you can use to create mixups and confuse your opponents with your spacing, but it is not a requirement whatsoever.  

Last updated on February 8, 2010 by haunts