Tatsunoko vs Capcom: Ultimate All Stars/Karas: Difference between revisions

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=Introduction=
{{TVC Character Intro|char=Karas|content=
==Introduction==
Karas tells the story of Yousuke Otoha, a former yakuza, living in a fictional version of Shinjuku, Tokyo populated by humans and yōkai (Japanese spirits). He is one of the titular karas, humans appointed as superpowered agents of the land. Able to transform into a car, an aircraft, and an armored crusader; the skilled swordsman is to stop his corrupt predecessor, Eko, from taking over Tokyo.
 
==Gameplay==
{{Content Box|content=
 
{{ProConTable
|pros=
* Combos look super cool
* Some really good mixups
* Very good crossover combination
* Counter super has a wider hitbox than the other counter supers
* Hsien-ko dash
* Excellent blockstrings
|cons=
* Can be very execution heavy, and even with his most optimal execution heavy combos he barely does damage
* Lowest health in the game
* Even with baroque, he barely does damage
}}
}}
}}


=Moves List=
=Moves List=
==Normal Moves==


==Special Moves==
{{TvCOverviewHeader
|header=Normal Moves
|move=[[File:Karas 5A.webm|thumb| {{TvCInput|a}}]]
|startup=5
|active=2
|recovery=20
|blockadv=-
|damage=540
|properties=-
|notes=Jab
}}
 
{{TvCOverview
|move=[[File:Karas 2A.webm|thumb| {{TvCInput|2a}}]]
|startup=5
|active=2
|recovery=20
|blockadv=-
|damage=480
|properties=Low
|notes=Crouch kick
}}
 
{{TvCOverview
|move=[[File:Karas 5B.webm|thumb| {{TvCInput|b}}]]
|startup=9
|active=2
|recovery=25
|blockadv=-
|damage=920
|properties=-
|notes=Sword swipe, decent range
}}
 
{{TvCOverview
|move=[[File:Karas 2B.webm|thumb| {{TvCInput|2b}}]]
|startup=10
|active=2
|recovery=27
|blockadv=-
|damage=920
|properties=Low
|notes=Sword swipe, good range
}}
 
{{TvCOverview
|move=[[File:Karas 5C.webm|thumb| {{TvCInput|C}}]]
|startup=11
|active=10
|recovery=26
|blockadv=-
|damage=2028
|properties=-
|notes=Two sword swipes, good normal
}}
 
{{TvCOverview
|move=[[File:Karas 2C.webm|thumb| {{TvCInput|2c}}]]
|startup=12
|active=8
|recovery=32
|blockadv=-
|damage=2060
|properties=Low/Hard Knockdown
|notes=Quick 1/4th screen slide, leads to kasha loops
}}
 
{{TvCOverview
|move=[[File:Karas 6C.webm|thumb| {{TvCInput|6c}}]]
|startup=25
|active=-
|recovery=-
|blockadv=-
|damage=3000
|properties=Hard Knockdown
|notes=Karas poses then teleports to swing his sword, leads to hard knockdown. Massively unsafe without baroque.
}}
 
{{TvCOverview
|move=[[File:Karas 6C Unblock.webm|thumb|{{TvCInput|hold}}{{TvCInput|6c}}]]
|startup=65
|active=-
|recovery=-
|blockadv=-
|damage=3700
|properties=Crumple/Hard Knockdown
|notes=Karas poses then teleports to swing his sword, except this time it's unblockable. You HAVE to baroque as soon as it hits if you want to follow it up. If you wait a frame too late, the opponent becomes invincible until wakeup. *'''severe damage scaling occurs if comboed after'''
}}
 
{{TvCOverview
|move=[[File:Karas 3C.webm|thumb| {{TvCInput|3c}}]]
|startup=13
|active=2
|recovery=32
|blockadv=-
|damage=1840
|properties=Launcher
|notes=Pushes Karas forward a little bit, good for crossunders, otherwise it's a launcher.
}}
 
{{TvCOverview
|move=[[File:Karas jA.webm|thumb| {{TvCInput|ja}}]]
|startup=4
|active=10
|recovery=38
|blockadv=-
|damage=640
|properties=Overhead
|notes=Fast and active
}}
 
{{TvCOverview
|move=[[File:Karas jB.webm|thumb| {{TvCInput|jb}}]]
|startup=8
|active=4
|recovery=45
|blockadv=-
|damage=940
|properties=Overhead
|notes=Good hitbox, solid for air control
}}
 
{{TvCOverview
|move=[[File:Karas jC.webm|thumb| {{TvCInput|jc}}]]
|startup=10
|active=3
|recovery=44
|blockadv=-
|damage=2480
|properties=Overhead
|notes=Fast for a {{TvC-Colors|red|j.C}} but the hitbox is...not great, use in combos
}}
 
 
{{TvCOverviewHeader
|header=Universal Mechanics
|move='''VAR starter'''
|startup=11
|active=-
|recovery=-
|blockadv=-
|damage=3200
|properties=-
|notes={{TvC-Colors|red|j.C}} animation
}}
 
{{TvCOverview
|move='''Crossover Combination'''
|startup=26
|active=6
|recovery=21
|blockadv=-
|damage=2400
|properties=Invulnerable until Karas lands
|notes={{TvC-Colors|green|Narukami}} animation
}}
 
{{TvCOverview
|move='''Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=4174
|properties=Throw
|notes=Can link into Level 3
}}
 
{{TvCOverview
|move='''Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=4800
|properties=Throw
|notes=Can link into Level 3, but be quick
}}
 
{{TvCOverview
|move='''Air Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=Use as reversal
}}
 
{{TvCOverview
|move='''Air Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=Use as reversal
}}
 
 
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:KarasKasha.webm|thumb| {{TvC-Colors|green|Kasha}} <br> {{TvCInput|46x}}]]
|startup=9/10/15
|active=-
|recovery=-
|blockadv=-
|damage=2020
|properties=Stagger
|notes=Karas dashes forward, on ground it causes stagger. {{TvC-Colors|red|2C}} -> {{TvC-Colors|blue|A Kasha}} can be looped to carry to wall.  loops into {{TvC-Colors|green|Yoinagi}}
}}
 
{{TvCOverview
|move=[[File:Karas Yoinagi.webm|thumb| {{TvC-Colors|green|Yoinagi}} <br> {{TvCInput|46x}}-> {{TvCInput|236x}}]]
|startup=7
|active=-
|recovery=-
|blockadv=-
|damage=1140
|properties=Soft Knockdown
|notes=Follow-up to {{TvC-Colors|green|Kasha}}, This basically exists to rekka into {{TvC-Colors|green|Yasagurama}} or {{TvC-Colors|green|Yato}}. It's also a very finicky move that tends to drop, be sure to practice this link a lot when doing kasha loops.
}}
 
{{TvCOverview
|move=[[File:Karas yasagurama.mp4|thumb| {{TvC-Colors|green|Yasagurama}} <br> {{TvCInput|46x}}-> {{TvCInput|236x}} -> {{TvCInput|6c}}]]
|startup=26
|active=-
|recovery=-
|blockadv=-
|damage=3000
|properties=Wall Bounce/Overhead
|notes=Karas flips over and bonks you on the head. Causes wall bounce, good for combos and some mixups
}}
 
{{TvCOverview
|move=[[File:Karas Yato.webm|thumb| {{TvC-Colors|green|Yato}} <br> {{TvCInput|46x}}-> {{TvCInput|236x}} -> {{TvCInput|4}} {{TvCInput|6}} {{TvCInput|x}}]]
|startup=7
|active=-
|recovery=-
|blockadv=-
|damage=4500
|properties=Hard Knockdown
|notes=Strong damage, causes knockdown, leads to level 3 or can be baroqued for more Kasha loops. On block you can baroque and dash for a mixup, or baroque {{TvC-Colors|blue|j.A}}
}}
 
{{TvCOverview
|move=[[File:Karas Narukami.webm|thumb| {{TvC-Colors|green|Narukami}} <br> {{TvCInput|623X}}]]
|startup=8
|active=-
|recovery=-
|blockadv=-
|damage=2300/2907/3679
|properties=-
|notes=Shoryuken, but the hitbox on this is insane. Moves Karas forward a tiny bit; you can do some ugly crossunders
}}
 
{{TvCOverview
|move=[[File:Karas Tobi.webm|thumb| {{TvC-Colors|green|Tobimizuchi}} <br> {{TvCInput|63214X}}]] [[File:Karas Tobi 6X.webm|thumb|{{TvCInput|62314X}} -> {{TvCInput|236x}}]]<br>[[File:Karas Tobi 4A.webm|thumb|{{TvCInput|62314X}} -> {{TvCInput|214a}}]]<br>[[File:Karas Tobi 4B.webm|thumb|{{TvCInput|62314X}} -> {{TvCInput|214B}}]]<br>[[File:Karas Tobi 4C.webm|thumb|{{TvCInput|62314X}} -> {{TvCInput|214C}}]]
|startup=19
|active=-
|recovery=-
|blockadv=-
|damage=800 (4429 with wall kick)
|properties=Hitgrab
|notes=Karas nails the opponent with a chain; at this point, he can perform some follow-ups
*{{TvC-Colors|green|236X}} causes a wall kick where Karas will put the opponent on the ground, follow up with 2B if you do this
*{{TvC-Colors|blue|214A}} will pull them close to Karas along the ground
*{{TvC-Colors|yellow|214B}} will toss them high in the air and send them crashing down '''''recommended for giants''''
*{{TvC-Colors|red|214C}} will throw them against the wall behind Karas for easy pickups
'''''Useable on giants'''''
}}
 
{{TvCOverview
|move=[[File:Karas Ungaikyo.webm|thumb| {{TvC-Colors|green|Ungaikyo}} <br> {{TvCInput|236x}}]]
|startup=4
|active=-
|recovery=-
|blockadv=-
|damage=400
|properties=Projectile Reflect/Stagger
|notes=Karas summons his inner Vergil and spins his sword in front of him; very annoying, very active, reflects projectiles, staggers on ground. It's only drawback is damage but the benefits are so strong that it's fine
}}
 
 
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Karas Zaneijin.webm|thumb| {{TvC-Colors|green|Zaneijin}} <br> {{TvCInput|236x}} -> {{TvCInput|236XX}}]]
|startup=1+31
|active=-
|recovery=-
|blockadv=-
|damage=15134
|properties=-
|notes=Verg-I mean Karas spins his sword then sweeps the screen a bit. Really annoying and good super. On rare occasions, it may drop, and if you throw this out without a setup and it whiffs, it's massively unsafe. Great for DHC or crossovers.
}}
 
{{TvCOverview
|move=[[File:Karas Shiranui.webm|thumb| {{TvC-Colors|green|Shiranui}} <br> {{TvCInput|623XX}}]]
|startup=1+0
|active=-
|recovery=-
|blockadv=-
|damage=14600
|properties=Counter
|notes=Arguably one of the better counter supers in the game. Like the rest, baroque is disabled for a few frames, but Karas has a much wider hitbox to avoid
}}


==Super Moves==
{{TvCOverview
|move=[[File:Karas Super Hiei.webm|thumb| {{TvC-Colors|green|Super Hiei Zangetsu}} <br> {{TvCInput|63214XX}}]]
|startup=3+30
|active=-
|recovery=-
|blockadv=-
|damage=20600
|properties=OTG
|notes=Karas summons the crow, ties you up before slicing you in half before the full moon. A really cool super. Highly telegraphed so you need to have Level 3 setups ready. Recommended a grounded {{TvC-Colors|green|Kasha}}, Back Throw, or {{TvC-Colors|green|Yato}} should set this up easily
}}


=The Basics=
=The Basics=
Line 13: Line 349:


=Match-Ups=
=Match-Ups=
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = Supra
| point = Karas
| anchor = Saki
| pointportrait = TvC_Karas_Face.png
| anchorportrait = TvC_Saki_Face.png
| social = [https://www.youtube.com/@soup_rah Youtube]
}}
{{TvC-Players
| name = Muggshotter
| point = Karas
| anchor = Joe the Condor
| pointportrait = TvC_Karas_Face.png
| anchorportrait = TvC_Joe_Face.png
| social = [https://www.youtube.com/user/Muggshotter Youtube]
}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 17:26, 18 March 2025

Introduction

Karas tells the story of Yousuke Otoha, a former yakuza, living in a fictional version of Shinjuku, Tokyo populated by humans and yōkai (Japanese spirits). He is one of the titular karas, humans appointed as superpowered agents of the land. Able to transform into a car, an aircraft, and an armored crusader; the skilled swordsman is to stop his corrupt predecessor, Eko, from taking over Tokyo.

Gameplay

Strengths Weaknesses
  • Combos look super cool
  • Some really good mixups
  • Very good crossover combination
  • Counter super has a wider hitbox than the other counter supers
  • Hsien-ko dash
  • Excellent blockstrings
  • Can be very execution heavy, and even with his most optimal execution heavy combos he barely does damage
  • Lowest health in the game
  • Even with baroque, he barely does damage
TVC Karas Art.png

Moves List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 2 20 - 540 - Jab
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 2 20 - 480 Low Crouch kick
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 2 25 - 920 - Sword swipe, decent range
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 2 27 - 920 Low Sword swipe, good range
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 10 26 - 2028 - Two sword swipes, good normal
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 8 32 - 2060 Low/Hard Knockdown Quick 1/4th screen slide, leads to kasha loops
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
25 - - - 3000 Hard Knockdown Karas poses then teleports to swing his sword, leads to hard knockdown. Massively unsafe without baroque.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
65 - - - 3700 Crumple/Hard Knockdown Karas poses then teleports to swing his sword, except this time it's unblockable. You HAVE to baroque as soon as it hits if you want to follow it up. If you wait a frame too late, the opponent becomes invincible until wakeup. *severe damage scaling occurs if comboed after
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
13 2 32 - 1840 Launcher Pushes Karas forward a little bit, good for crossunders, otherwise it's a launcher.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
4 10 38 - 640 Overhead Fast and active
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 4 45 - 940 Overhead Good hitbox, solid for air control
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 3 44 - 2480 Overhead Fast for a j.C but the hitbox is...not great, use in combos


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 11 - - - 3200 - j.C animation
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Combination 26 6 21 - 2400 Invulnerable until Karas lands Narukami animation
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 4174 Throw Can link into Level 3
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 4800 Throw Can link into Level 3, but be quick
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 5600 Throw Use as reversal
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 5600 Throw Use as reversal


Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9/10/15 - - - 2020 Stagger Karas dashes forward, on ground it causes stagger. 2C -> A Kasha can be looped to carry to wall. loops into Yoinagi
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 - - - 1140 Soft Knockdown Follow-up to Kasha, This basically exists to rekka into Yasagurama or Yato. It's also a very finicky move that tends to drop, be sure to practice this link a lot when doing kasha loops.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
26 - - - 3000 Wall Bounce/Overhead Karas flips over and bonks you on the head. Causes wall bounce, good for combos and some mixups
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 - - - 4500 Hard Knockdown Strong damage, causes knockdown, leads to level 3 or can be baroqued for more Kasha loops. On block you can baroque and dash for a mixup, or baroque j.A
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 - - - 2300/2907/3679 - Shoryuken, but the hitbox on this is insane. Moves Karas forward a tiny bit; you can do some ugly crossunders
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes



19 - - - 800 (4429 with wall kick) Hitgrab Karas nails the opponent with a chain; at this point, he can perform some follow-ups
  • 236X causes a wall kick where Karas will put the opponent on the ground, follow up with 2B if you do this
  • 214A will pull them close to Karas along the ground
  • 214B will toss them high in the air and send them crashing down recommended for giants'
  • 214C will throw them against the wall behind Karas for easy pickups
Useable on giants
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
4 - - - 400 Projectile Reflect/Stagger Karas summons his inner Vergil and spins his sword in front of him; very annoying, very active, reflects projectiles, staggers on ground. It's only drawback is damage but the benefits are so strong that it's fine


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+31 - - - 15134 - Verg-I mean Karas spins his sword then sweeps the screen a bit. Really annoying and good super. On rare occasions, it may drop, and if you throw this out without a setup and it whiffs, it's massively unsafe. Great for DHC or crossovers.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+0 - - - 14600 Counter Arguably one of the better counter supers in the game. Like the rest, baroque is disabled for a few frames, but Karas has a much wider hitbox to avoid
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
3+30 - - - 20600 OTG Karas summons the crow, ties you up before slicing you in half before the full moon. A really cool super. Highly telegraphed so you need to have Level 3 setups ready. Recommended a grounded Kasha, Back Throw, or Yato should set this up easily

The Basics

Advanced Strategy

Match-Ups

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
Supra
TvC Karas Face.png

Karas
TvC Saki Face.png

Saki
Youtube
Player Name Point Character Anchor Character Social Media
Muggshotter
TvC Karas Face.png

Karas
TvC Joe Face.png

Joe the Condor
Youtube

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants