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=Introduction= | {{TVC Character Intro|char=Karas|content= | ||
==Introduction== | |||
The crow, the guardian of the city. His mission is to stop his predecessor from taking over his city | |||
==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= | |||
* While other characters can do crazy damage off ABC, Karas has to do C.Viper-style combos just to match it. | |||
* Lowest health in the game. | |||
* Even with baroque, he barely does damage. | |||
}} | |||
}} | |||
}} | |||
=Moves List= | =Moves List= | ||
==Normal Moves== | ==Normal Moves== | ||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
|- | |||
| '''5A''' || 5 || 2 || 20 || - || 540 || - || Jab. | |||
|- | |||
| '''2A''' || 5 || 2 || 20 || - || 480 || low || crouch kick | |||
|- | |||
| '''5B''' || 9 || 2 || 25 || - || 920 || - || Sword swipe, decent range | |||
|- | |||
| '''2B''' || 10 || 2 || 27 || - || 920 || Low || Gets down and does a swipe with his sword. Fairly good range | |||
|- | |||
| '''5C''' || 11 || 10 || 26 || - || 2028 || - || Takes two swipes with his sword, also a good normal | |||
==Super Moves== | |- | ||
| '''2C''' || 12 || 8 || 32 || - || 2060 || Low/Hard Knockdown|| Quick little 1/4th screen slide, leads to kasha loops | |||
|- | |||
| '''6C''' || 25 || - || - || - || 3000 || Hard knockdown || Karas poses then teleports to swing his sword, leads to hard knockdown. Massively unsafe without baroque. | |||
|- | |||
| '''6[C]''' || 65 || - || - || - || 3700 || Crumple/Hardknockdown|| 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 want a frame too late, the opponent becomes invincible until wakeup. | |||
|- | |||
| '''3C''' || 13 || 2 || 32 || - || 1840|| Launcher || Pushes karas forward a little bit, good for crossunders, otherwise it's a launcher. | |||
|- | |||
| '''j.A''' || 4 || 10 || 38 || - || 640 || Overhead || Extremely fast extremely active | |||
|- | |||
| '''j.B''' || 8 || 4 || 45 || - || 940|| Overhead || Very good hitbox, worth using | |||
|- | |||
| '''j.C''' || 10 || 3 || 44 || - || 2480 || Overhead || Fast for a j.C but the hitbox is...not great, use in combos | |||
|} | |||
===Universal Mechanics=== | |||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
|- | |||
| '''VAR starter''' || 11 || - || - || - || 3200 || - || | |||
|- | |||
| '''Counter Tag''' || 26 || 6 || 21 || - || 2400 || - || | |||
|- | |||
| '''Forward Throw''' || - || - || - || - || 4174 || Throw || Can link level 3 from throw | |||
|- | |||
| '''Back Throw''' || - || - || - || - || 4800 || Throw || Can link level 3 from throw but be quick with it | |||
|- | |||
| '''Air Forward Throw''' || - || - || - || - || 5600 || Throw || It's a throw, use it as a reversal. | |||
|- | |||
| '''Air Back Throw''' || - || - || - || - || 5600 || Throw || It's a throw, use it as a reversal. | |||
|} | |||
===Special Moves=== | |||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
|- | |||
| '''Kasha''' <br> [4]->6X|| 9/10/15| - || - || - || - || 2020 || (Ground) Stagger || Karas dashes foward, on ground it causes stagger. '''''2C-> A Kasha''''' can be looped to carry to wall. Links to '''''Yoinagi''''' | |||
|- | |||
| '''''Yoinagi''''' <br> '''''Kasha''''' -> 236X|| 7|| - || - || - || 1140 || OTG || Follow up to kasha, has no real purpose other than setting up '''''Yasagurama''''' and '''''yato''''' | |||
|- | |||
| '''''Yasagurama''''' <br> '''Yoinagi'''-> 6C || 26 || - || - || - || 3000 || Wallbounce/Overhead|| Karas flips over bonks you on the head. Causes wall bounce, good for combos and some mixups | |||
|- | |||
| '''''Yato''''' <br> '''Yoinagi'''--> 46X|| 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 | |||
|- | |||
| '''Narukami''' <br> 623X|| 8|| - || - || - || 2300/2907/3679|| - || Shoryuken, but the hitbox on this is insane. Moves karas foward a tiny bit you can do some ugly crossunders | |||
|- | |||
| '''Tobimizuchi''' <br> 63214X|| 19 || - || -|| - || 800 (4429 if wallkick)|| Hitgrab|| Karas nails the opponent with a chain, at this point he can perform some followups | |||
*'''''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''''' | |||
|- | |||
| '''Ungaikyo''' <br> 236X|| 4|| - || - || - || 400|| Projectile Reflect|| Karas summons his inner vergil and spins his sword in front of him, very annoying, very active, reflects projectiles. A really good attack. | |||
|- | |||
|} | |||
===Super Moves=== | |||
{| class = wikitable style="text-align: center;" | |||
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | |||
|- | |||
| '''Zaneijin''' <br> '''''Ungaikyo''''' -> 236XX || 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. | |||
|- | |||
| '''Shiranui''' <br> 623XX || 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 | |||
|- | |||
| '''Super Hiei Zangetsu''' <br> 63214XX|| 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 | |||
|} | |||
=The Basics= | =The Basics= |
Revision as of 12:06, 4 November 2021
Introduction
The crow, the guardian of the city. His mission is to stop his predecessor from taking over his city
Gameplay
Strengths | Weaknesses |
---|---|
|
|
Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5A | 5 | 2 | 20 | - | 540 | - | Jab. |
2A | 5 | 2 | 20 | - | 480 | low | crouch kick |
5B | 9 | 2 | 25 | - | 920 | - | Sword swipe, decent range |
2B | 10 | 2 | 27 | - | 920 | Low | Gets down and does a swipe with his sword. Fairly good range |
5C | 11 | 10 | 26 | - | 2028 | - | Takes two swipes with his sword, also a good normal |
2C | 12 | 8 | 32 | - | 2060 | Low/Hard Knockdown | Quick little 1/4th screen slide, leads to kasha loops |
6C | 25 | - | - | - | 3000 | Hard knockdown | Karas poses then teleports to swing his sword, leads to hard knockdown. Massively unsafe without baroque. |
6[C] | 65 | - | - | - | 3700 | Crumple/Hardknockdown | 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 want a frame too late, the opponent becomes invincible until wakeup. |
3C | 13 | 2 | 32 | - | 1840 | Launcher | Pushes karas forward a little bit, good for crossunders, otherwise it's a launcher. |
j.A | 4 | 10 | 38 | - | 640 | Overhead | Extremely fast extremely active |
j.B | 8 | 4 | 45 | - | 940 | Overhead | Very good hitbox, worth using |
j.C | 10 | 3 | 44 | - | 2480 | Overhead | Fast for a j.C but the hitbox is...not great, use in combos |
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR starter | 11 | - | - | - | 3200 | - | |
Counter Tag | 26 | 6 | 21 | - | 2400 | - | |
Forward Throw | - | - | - | - | 4174 | Throw | Can link level 3 from throw |
Back Throw | - | - | - | - | 4800 | Throw | Can link level 3 from throw but be quick with it |
Air Forward Throw | - | - | - | - | 5600 | Throw | It's a throw, use it as a reversal. |
Air Back Throw | - | - | - | - | 5600 | Throw | It's a throw, use it as a reversal. |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Kasha [4]->6X |
- | - | - | - | 2020 | (Ground) Stagger | Karas dashes foward, on ground it causes stagger. 2C-> A Kasha can be looped to carry to wall. Links to Yoinagi |
Yoinagi Kasha -> 236X |
7 | - | - | - | 1140 | OTG | Follow up to kasha, has no real purpose other than setting up Yasagurama and yato |
Yasagurama Yoinagi-> 6C |
26 | - | - | - | 3000 | Wallbounce/Overhead | Karas flips over bonks you on the head. Causes wall bounce, good for combos and some mixups |
Yato Yoinagi--> 46X |
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 |
Narukami 623X |
8 | - | - | - | 2300/2907/3679 | - | Shoryuken, but the hitbox on this is insane. Moves karas foward a tiny bit you can do some ugly crossunders |
Tobimizuchi 63214X |
19 | - | - | - | 800 (4429 if wallkick) | Hitgrab | Karas nails the opponent with a chain, at this point he can perform some followups
Useable on giants |
Ungaikyo 236X |
4 | - | - | - | 400 | Projectile Reflect | Karas summons his inner vergil and spins his sword in front of him, very annoying, very active, reflects projectiles. A really good attack. |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Zaneijin Ungaikyo -> 236XX |
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. |
Shiranui 623XX |
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 |
Super Hiei Zangetsu 63214XX |
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 |