Kohou

Kohou (Tiger Roar) is a staple move across all Kyokugenryu Karate practitioners, being introduced in the original Art of Fighting and being a core component of (almost) every practitioner's moveset ever since.

Description
The user does a jumping-spiraling uppercut, mainly with their following/rear leg tucked in as one major difference compared to all other similar moves.

Ryo often differs between using his leading arm (most KOF games) or following arm (older KOF and AoF games) to perform the attack, yet the function has often been the same regardless.

Strategy
A very strong and effective anti-air, this is your strongest option against an overly aggressive opponent that is recklessly trying to jump in on you. More often than not, it's also a very reliable and damaging combo ender.

Surprisingly enough, the move is actually not too difficult to cancel into Haoh Shoukou Ken or the Ryuuko Ranbu. For the former, after the initial DP input, you can do a input immediately after, since you already performed the first part of the motion. For the latter, it's as simple as doing the move as + then immediately doing +. Make sure the opponent is in a range where the move will connect, though; in some cases it's liable to whiff.

Mr. Karate, much like Rock or Marco in Garou and like many a Fatal Fury character, can brake the version of the move with + before leaving the ground in KOF XIII, making it a very effective and well-rounded combo tool that rounds out his excellent damage output, albeit with some execution required to make sure it connects on hit or block. An opponent watching out for this can easily bait a hasty Mr. Karate player to whiff this attack harshly, preventing any use of braking it since it only works upon contacting the foe with the Kohou.

Trivia

 * If the Ko-Ou Ken is the Kyokugenryu equivalent of Street Fighter's Hadouken, then this is the equivalent of the Shoryuken, serving the same purpose and more or less functioning the same across all its users. It's also one of the few Kyokugenryu moves to remain consistent across every game it appears in, too.
 * Much like Gouken and his Shoryuken, Takuma is incapable of performing the move normally; in most cases, he can only do it as part of his Ryuuko Ranbu or as a Super Special Move (e.g., Biruto Appar in KOF XIII).