
中文
空手道:街霸版 / Karateka Street Fighter
以 FC《空手道》为基础的非官方改版,加入街霸风格角色和必杀技、六语言、新剧情演出及游戏设置。玩法仍是横向闯关的《空手道》,不是完整移植的街霸对战游戏。
版本 20261001.1 · 发布日期 2026-10-01 · NES/FC · Mapper 4(MMC3)· 6502 兼容 CPU · 需支持 MMC3 的模拟器
提取码:2v62
压缩包:Karateka Street Fighter 20261001.1.zip · 510,617 bytes (498.6 KiB)
主要特色
- 12 个可选角色:原主角和 11 位街霸风格角色。用游戏内实际形象选人,选择后使用各自招式。
- English、日本語、繁體中文、廣東話、简体中文、한국어六语言。角色姓名、招式名和出招提示随所选语言显示。
- 双 Intro、语言及设置菜单之后进入标题;选人确认后播放剧情片头,再闯关。
- 樱花商店街动画片头、新剧情立绘与场景,以及配合演出的音乐。
- 敌人会使用各自的飞行道具、连打、抓投和突进技。
- 按住下防御;投技不可防。室外飘落粉红花瓣,不跟着选角服色变色。
- 可设置生命、接关、起始关卡,并试听音乐、音效。默认 5 命、无限接关、第 1 关。
- 普通动作大多仍共用原版身体动画,以头像、配色、招式和特效区分人物,不是每位角色都有街霸原作的完整动画。
20261001.1 本次更新
- 实际格挡反馈期间不再消耗防御限时。
- 我方和电脑维嘉的精神冲击均可产生四次独立接触,防御仍不扣血。
- 本田头槌、布兰卡滚动和拜森冲刺直拳接触后会回弹,不再一直贴着目标。
- 修复最终房间变黑、玩家消失;结局演出保留所选角色的头像、饰物及服色。
- 室外樱花恢复固定粉红色,不改变人物和飞行道具配色。
实机画面(Mesen 模拟器)
均来自本次发布 ROM 的实际运行,原生 256×240 像素;不是重新绘制的宣传图。




下载与开始游戏
从上方网盘下载 ZIP 并解压,打开其中的 Karateka Street Fighter.nes;GIF、截图及 TXT 为随包资料。无需安装补丁。
- 用支持 MMC3 的 NES/FC 模拟器打开 Karateka Street Fighter.nes。
- Intro 结束后,上下选择语言,A 或 START 确认。
- 设置页上下选择项目、左右改值。任何一行按 START 都可开始;在“开始游戏”一行按 A 也可确认。
- 标题画面按 START,进入选人。
- 左右切换一人;上下或 SELECT 切换三人。中间人物是当前选择,A 或 START 确认。
- 当前角色的招式名与按法约每秒轮播一次,不必等轮播完才能确认。
- 选人后播放剧情片头,START 或 A 可跳过。若确认键一直按着,先松开再按,才会跳过。
设置与复位
- 生命:1–255;接关:0–255 或无限;起始关卡:1–6。
- 音乐试听:7 首;音效试听:5 种。左右切换并播放,A 重播,B 停止。
- 用掉生命或接关后,通常原地满血复活,并恢复格斗架势;摔下悬崖则从场景开头重来。
- 软复位回到 Intro 流程,保留语言、设置和所选角色。按住 SELECT 再复位可直接进入语言选择。全新开机使用默认值。
- GAME OVER 或标题自动演示结束后直接回标题,不重播 Intro;再次开始时可以重新选人。
基本操作
- 左右:移动。站立时按住右可奔跑,格斗架势中则为踏步。
- A:踢;B:拳。注意与部分其他游戏的习惯不同。
- 下:未在攻击或强制受击动作中时进入防御。左下、右下也算,奔跑时按住右再加下也可以。松开下后恢复格斗架势。
- 上:当前动作允许时收起格斗架势。
- START:游戏中暂停/继续。
防御规则
- 普通拳脚、飞行道具、突进和飞鹰攻击可挡住,不扣血。桑吉尔夫的螺旋打桩属于投技,不能防御。
- 一秒防御限时只累计未格挡的时间;实际挡住攻击的反馈期间暂停累计,对方挥空不暂停。
- 用满限时后强制冷却半秒;提前手动松开下没有冷却。超时后再松手不能取消已经产生的冷却。
- 攻击、必杀或强制受击动作中不能立即切防御。死亡及复活会清除残留的防御和招式状态。
角色与出招
B 为拳,A 为踢;箭头按顺序输入。这些是本改版的简化指令,不是街机原作的完整搓招方式。
原主角(空手道)
- 天地霸王拳:←→B
- 波动拳:↓→B
- 升龙拳:→↓→B
- 旋风腿:↓←A
肯
- 升龙拳:→↓→B
- 波动拳:↓→B
- 旋风腿:↓←A
春丽
- 百裂脚:快速连按 A
- 回旋鹤脚:←→B
古烈
- 音速手刀:←→B
- 刀脚:←→A
本田
- 超级头槌:←→B
- 百裂张手:快速连按 B;出招时可按左右移动
达尔锡
- 瑜伽火焰:↓→B
- 伸长拳脚:普通 A/B 攻击,距离加长
桑吉尔夫
- 螺旋打桩:←→B,需贴近对手,不可防御
- 旋风拳:同时按 A+B
布兰卡
- 滚动攻击:←→B
- 放电:快速连按 B
拜森(拳击手)
- 冲刺直拳:←→B
- 转身冲拳:同时按住 A+B 至少约 1/3 秒,然后松开
巴洛克(面具爪子)
- 飞翔巴塞罗那:↓→B
- 滚动叉:←→B
沙加特
- 虎炮:↓→B
- 猛虎上升击:→↓→B
维嘉(将军)
- 精神冲击:←→B,最多四段,每段 3 点伤害
- 精神力波动球:↓→B
输入提示
- 每个方向步骤之间最多约半秒;方向输完后,拳脚键可晚按约 0.4 秒。
- 连打招式需在约 0.4 秒内分别按下三次;一直按住不算连打。
- ←→ 类指令的左必须新按下,而且不能同时带下。古烈的招式不需要按住方向蓄力。
- →↓→ 的第一个右必须新按下;最后一步右或右下都可。同时满足升龙拳和波动拳时,升龙拳优先。
- 原主角的波动拳伤害 1,升龙拳伤害 2;旋风腿每下 1,最多三下。天地霸王拳伤害 2,击退五格,不会把敌人推出画面边界。
- 飞行道具有冷却,并限制同屏一发。距离或对手姿势不合适时会落空。
门与危险地形
- 室内门前可用拳、脚或角色必杀开门,但仍需满足该房间的推进条件。仅站在门前或防御不会自动开门。
- 闸门接触时只会把人弹开,不会直接砸死,必杀中也一样。可以等它升起,或用有效近身攻击累计打中十次拆掉,拆掉后保持畅通。
- 按原作规则,站立或奔跑时挨敌人的普通拳脚,仍可能直接倒下。接近敌人前先防御或摆好架势。
安全、隐私与注意事项
本文件是 NES/FC ROM,不是电脑或手机安装程序;平台签名、公证不适用。ROM 通过模拟器本地运行,本身不联网;模拟器与下载服务的权限和隐私政策需另行查看。请保留旧 ROM 和存档备份,确认文件名与校验值后再替换。此说明不构成“绝对安全”的保证。
- 这是当前正式发布的完整改版,不是独立的动画演示。
- 本次做过针对性的模拟器检查,尚未逐个角色自然打完整局,也没有实机卡带验证,不能理解为所有情况全面测试通过。
- 旧即时存档可能保留旧错误状态,或与当前 ROM 不兼容。验证修复时请载入新 ROM,并重新开始游戏。
- 文件名固定不变。更新时覆盖旧文件,确认模拟器没有缓存旧 ROM,或自动载入旧即时存档。
- 不同模拟器的 A/B 位置可能不同,请核对按键映射。
- 角色名沿用本项目约定的日版叫法:拜森是拳击手,巴洛克是面具爪子,维嘉是将军。
版本与校验
20261001.1 · 2026-10-01 · ZIP: 510,617 bytes · ROM: 327,696 bytes · PRG: 64 KiB · CHR: 256 KiB
ZIP SHA-256: 798e5e83ecdf7019295d2bdd80fe52d4574f1fe5c5d13a35046ffeed1d42b598
ROM SHA-256: 3be43de1f57f8e58a55d8de74c65f7f28debfbb40ad3a4515fa5264c3009a897
署名、版权与感谢
改版/制作:KRYSO
测试感谢:阿兔
特别感谢:82 年电玩大叔、玩主小小虫(排名不分先后)
保留原游戏标题署名:
© JORDAN MECHNER 1984
LICENSED FROM BRØDERBUND
PRESENTED BY SOFT PRO
来源致谢:
- Karateka:原游戏、画面、动画及音乐。
- Street Fighter:角色设定与招式名称参考。
- GNU Unifont 16.0.04(含日文字形):多语言点阵字体。
- OpenAI ImageGen:辅助制作部分新增插画素材。
- 白河愁 Intro 图像:用户提供的 Intro 规则素材。
本作是非官方爱好者改版,不代表官方授权或合作。
原游戏及第三方素材的权利归各自权利人所有。
Intro 中显示的网站:https://www.ff18.com
交流方式:扫描第二 Intro 画面的二维码。
English
Karateka Street Fighter
A fan-made Karateka NES/FC modification with Street Fighter-inspired fighters and special moves, six languages, new story scenes, and adjustable game settings. It remains a side-scrolling Karateka adventure, not a conversion into a full Street Fighter fighting game.
Version 20261001.1 · Released 2026-10-01 · NES/FC · Mapper 4 (MMC3) · 6502-compatible CPU · Requires an MMC3-capable emulator
Extraction code: None
Archive: Karateka Street Fighter 20261001.1.zip · 510,617 bytes (498.6 KiB)
Main Features
- 12 playable choices: KARATEKA and 11 Street Fighter-inspired fighters. Select from their actual in-game appearances; each has its own moves.
- English, Japanese, Traditional Chinese, Cantonese (廣東話), Simplified Chinese, and Korean. Fighter names and move instructions follow your language.
- Two Intro screens, language and settings menus, then the title screen. Confirm a fighter to watch the story opening and begin the adventure.
- An animated shopping-street opening with cherry blossoms, new story portraits and scenery, and music suited to the scenes.
- Opponents use their own projectiles, rapid attacks, throws, and rushes.
- Hold DOWN to guard. Throws cannot be blocked. Pink petals drift through outdoor stages, independently of the selected fighter’s colours.
- Adjustable lives, continues, starting stage, and music/sound previews. Defaults: 5 lives, infinite continues, stage 1.
- Most ordinary animations still share Karateka’s original body frames. Fighters are distinguished by heads, colours, moves, and effects; they do not have complete sprite sets from the original Street Fighter.
What Changed In 20261001.1
- Successful-block feedback no longer consumes the guard time limit.
- Vega’s Psycho Crusher can make four distinct contacts, for both the player and computer. Blocking still prevents damage.
- Honda’s Headbutt, Blanka’s Rolling Attack, and the boxer’s Dash Punch rebound after contact instead of remaining pressed against the target.
- Fixed the final room turning black and the player disappearing. The selected fighter’s head, accessories, and outfit colours now stay consistent in the ending scenes.
- Restored fixed pink outdoor petals without changing fighter or projectile colours.
In-game screenshots (Mesen emulator)
Captured from this exact release ROM at native 256×240 resolution; not recreated promotional art.




Download and quick start
Download and extract the ZIP above, then open Karateka Street Fighter.nes. GIFs, screenshots and the TXT guide are included. No separate patch installation is required.
- Open Karateka Street Fighter.nes in a NES/FC emulator with MMC3 support.
- After the Intro screens, choose a language with UP/DOWN; press A or START.
- On the settings page, use UP/DOWN to choose a row and LEFT/RIGHT to change its value. START begins from any row; A confirms Start Game.
- Press START on the title screen to enter fighter selection.
- LEFT/RIGHT moves one fighter; UP/DOWN or SELECT moves three. The centre fighter is selected. A or START confirms your choice.
- The selected fighter’s move name and input cycle about once per second. You do not need to wait for the cycle to finish before confirming.
- The story opening plays after fighter selection. START or A skips it. If a confirmation button is still held, release it and press again.
Settings And Reset
- Lives: 1-255. Continues: 0-255 or infinite. Starting stage: 1-6.
- Music preview: 7 tracks. Sound preview: 5 effects. LEFT/RIGHT selects and plays; A replays; B stops playback.
- Losing a life, or continuing, normally revives you in place with full health and a fighting stance. A cliff fall restarts the scene instead.
- Soft reset returns to the Intro flow and remembers your language, settings, and fighter. Hold SELECT during reset to go directly to language selection. A fresh power-on uses the defaults.
- Game over and the title’s automatic demo return directly to the title, without replaying the Intro screens. Start again to choose a fighter.
Basic Controls
- LEFT/RIGHT: move. Holding RIGHT while standing makes the fighter run; movement in a fighting stance uses steps instead.
- A: kick. B: punch. These assignments differ from some other games.
- DOWN: guard when not attacking or in a forced reaction. DOWN+LEFT and DOWN+RIGHT also count, including while running. Release DOWN to return to the fighting stance.
- UP: leave the fighting stance when the current action allows it.
- START: pause/resume during play.
Guard Rules
- Guard blocks normal attacks, projectiles, rushes, and hawk attacks without losing health. Zangief’s Spinning Pile Driver cannot be blocked.
- The one-second guard limit counts only time outside successful-block feedback. Actual blocked hits pause that count; enemy misses do not.
- Reaching the limit forces a half-second cooldown. Releasing DOWN early causes no cooldown. Releasing after the forced limit does not cancel it.
- Attacks, special moves, and forced reactions cannot instantly change into guard. Death and revival clear leftover guard and move states.
Special-Move Inputs
B means punch; A means kick. Read arrows in order. These simplified inputs are specific to this modification, not the original arcade commands.
KARATEKA
- Tenchi Haoh Ken: ←→B
- Hadouken: ↓→B
- Shoryuken: →↓→B
- Tatsumaki: ↓←A
KEN
- Shoryuken: →↓→B
- Hadouken: ↓→B
- Tatsumaki: ↓←A
CHUN-LI
- Lightning Legs: tap A repeatedly
- Spinning Bird Kick: ←→B
GUILE
- Sonic Boom: ←→B
- Flash Kick: ←→A
E.HONDA
- Super Headbutt: ←→B
- Hundred Hand Slap: tap B repeatedly; LEFT/RIGHT can move during the move
DHALSIM
- Yoga Fire: ↓→B
- Long Limbs: ordinary A/B attacks have extended reach
ZANGIEF
- Spinning Pile Driver: ←→B, at close range; cannot be blocked
- Double Lariat: A+B together
BLANKA
- Rolling Attack: ←→B
- Electric Thunder: tap B repeatedly
BISON — BOXER
- Dash Punch: ←→B
- Turn Punch: hold A+B together for at least about one-third of a second, then release
BALROG — MASKED CLAW FIGHTER
- Barcelona Attack: ↓→B
- Rolling Claw: ←→B
SAGAT
- Tiger Shot: ↓→B
- Tiger Uppercut: →↓→B
VEGA — DICTATOR
- Psycho Crusher: ←→B; up to four separate hits, 3 health per hit
- Psycho Ball: ↓→B
Input tips
- Allow up to about half a second between directional steps. After the motion, press the attack button within about 0.4 seconds.
- Repeated-button moves need three separate presses within about 0.4 seconds. Holding a button does not count as repeated presses.
- ←→ commands start with a fresh LEFT press, without DOWN held. Guile’s moves do not require holding a direction to charge.
- The first RIGHT of →↓→ must be a fresh press. Its last RIGHT may also be DOWN+RIGHT. Shoryuken takes priority over an overlapping Hadouken.
- The original fighter’s Hadouken does 1 damage; Shoryuken does 2; Tatsumaki does 1 per hit, up to three; Tenchi Haoh Ken does 2 and pushes the target five tiles back without pushing it beyond the screen edge.
- Projectiles have a cooldown and a one-active-projectile limit. Moves can miss because of distance or the target’s current pose.
Doors And Hazards
- Open indoor doors by attacking near them with punches, kicks, or a character special. The room’s progress requirements still apply; standing or guarding at a door does not open it by itself.
- The portcullis knocks you back rather than killing you on contact, even during a special move. Wait for it to rise, or break it with ten effective close-range hits. Once broken, it stays open.
- Ordinary enemy punches/kicks can still knock out a standing or running fighter at once under Karateka’s original rules. Guard or enter a fighting stance before engaging an opponent.
Safety, privacy and important notes
This is a NES/FC ROM, not a computer or phone installer; platform signing and notarization do not apply. The ROM runs locally in an emulator and does not itself connect to the internet. Review the emulator and download service permissions and privacy policies separately. Back up older ROMs and saves before replacing files, and verify the filename and checksum. This is not a guarantee of absolute safety.
- This is the current complete release, not a separate animation demo.
- This update received focused emulator checks. It has not been verified through complete natural playthroughs with every fighter, and has not been tested on physical cartridges.
- Old save states may preserve old bugs or be incompatible with this ROM. Use the new ROM file and start a fresh game when checking a fix.
- The file name is permanent. Replace the previous copy when updating; ensure your emulator is not reloading a cached older ROM or save state.
- Some emulators map A/B differently. Check the emulator’s button mapping.
- Names follow this project’s Japanese-style convention: Bison = boxer, Balrog = masked claw fighter, Vega = dictator.
Version and checksums
20261001.1 · 2026-10-01 · ZIP: 510,617 bytes · ROM: 327,696 bytes · PRG: 64 KiB · CHR: 256 KiB
ZIP SHA-256: 798e5e83ecdf7019295d2bdd80fe52d4574f1fe5c5d13a35046ffeed1d42b598
ROM SHA-256: 3be43de1f57f8e58a55d8de74c65f7f28debfbb40ad3a4515fa5264c3009a897
Credits, copyright and acknowledgements
Hack / project: KRYSO
Testing thanks: 阿兔
Special thanks: 82 年电玩大叔、玩主小小虫(排名不分先后)
The names above are listed without ranking.
Original title credits, retained as shown in the game:
© JORDAN MECHNER 1984
LICENSED FROM BRØDERBUND
PRESENTED BY SOFT PRO
Source acknowledgements:
- Karateka: original game, artwork, animations, and music.
- Street Fighter: fighter identities and move-name references.
- GNU Unifont 16.0.04, including Japanese glyphs: multilingual bitmap text.
- OpenAI ImageGen: assisted creation of some additional illustration assets.
- 白河愁 Intro artwork: supplied with the user’s Intro specification.
This is an unofficial fan modification, not an officially authorised
collaboration. Original games and third-party materials remain the
property of their respective rights holders.
Website shown in the Intro: https://www.ff18.com
Community: scan the QR code on the second Intro screen.