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

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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==
*6C-Horizontal Slash-Karas takes his sword and slashes at his enemy. This move can be used in a ground combo (the move before Horizontal Slash should be canceled into a Baroque). If you hold C down all the way, Karas will perform an unblockable Horizontal Slash. This normal move (when completely charged) can start a ground combo (if you Baroque the fully charged Horizontal Slash). Find some good Assist's for Karas if you want to use Horizontal Slash at its best.
{| class = wikitable style="text-align: center;"
==Special Moves==
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
*Kasha-Charge 4 for a few seconds, then press 6A/B/C-Karas charges at his enemy with a powerful shoulder tackle. All three versions' damage output are the same (around 2,020 Billion Damage). Each version travels its own distance across the screen. A version will travel about half-way across the screen, B version will travel about 4/5th's across the screen, and C version will travel almost all the way across the screen. This special move is good to use during his ground combos because this can save you a Baroque (and continue to ground combo your enemy).
|-
**Narukami-623A/B/C-Karas' dragon punch special move. Each version has its own number of hits and damage output. A version does 1 hit and does around 2,300 Billion Damage, B version does 3 hots and does around 3,060 Billion Damage, and C version does 5 hits and does around 4,100 Billion Damage. This second part after Kasha is an alternative way to end Karas' ground combos. You can Baroque after Narukami to continue your ground combo.
| '''5A''' || 5 || 2 || 20 || - || 540 || - || Jab.
**Yoinagi-236A/B/C-Karas' second part to his special move. He quickly dashes towards his enemy with a quick horizontal slash. The damage output is the same for all three versions (around 1,140 Billion Damage). You cannot stop at this point and continue your combo, unless you do:
|-
***Yashaguruma-6C-Karas jumps in the air and does a powerful spinning blow with his sword (causing the enemy to bounce off the wall). This hit does around 3,000 Billion Damage. You can continue to ground combo after this normal move; however, connecting this move right after Yoinagi is very tricky. (Note: try simply inputting the moves ahead of time...this usually works).
| '''2A''' || 5 || 2 || 20 || - || 480 || low || crouch kick
***Yato-46A/B/C-Karas does another quick horizontal slash at his enemy (causing the enemy to go into the air in a juggling state...spinning past Karas). The damage output is the same for all three versions (around 4,500 Billion Damage). You can Baroque right after Yato to continue Karas' ground combo (or with the proper Assist, you can save your Baroque for something else, and continue to ground combo your enemy!).
|-
*Narukami-623A/B/C (this move can also be done in the air)-Karas' dragon punch special move. Each version (both ground and air) has its own number of hits and damage output. Ground: A version does 1 hit and does around 2,300 Billion Damage, B version does 3 hots and does around 3,060 Billion Damage, and C version does 5 hits and does around 4,100 Billion Damage. Air: A version does 1 hit and does around 2,450 Billion Damage, B version does 3 hits and does around 3,300 Billion Damage, and C version does 5 hits and does around 4,300 Billion Damage. The air versions of Narukami is good to use to end Karas' air combo (though not all the hits will connect, especially for a C version (if you input your air combo too fast that is)).
| '''5B''' || 9 || 2 || 25 || - || 920 || - || Sword swipe, decent range
*Tobimizuchi-63214A/B/C-Karas shoots out a chain from his back and grabs his enemy (think of Scorpion from Mortal Kombat). The damage output for all three versions are the same (around 0,800 Billion Damage). You can ground combo into this (usually from 5C (1 hit)->Tobimizuchi) and follow-up with:
|-
**Ukifune-236A/B/C-Karas pulls the enemy towards himself, kicks the enemy, and flies across the screen. He then slams the enemy into the wall, and ends the special move with an overhead blow with his hand. Ukifune's damage output (around 4,400 Billion Damage) and number of hits (4 hits) are the same for all three versions. You can continue to ground combo after this special (usually from a 2B).  
| '''2B''' || 10 || 2 || 27 || - || 920  || Low || Gets down and does a swipe with his sword. Fairly good range
**Tsurigitsune-214A/B/C-Karas takes his enemy and throws the enemy towards himself (or throws the enemy behind himself). Each version throws the enemy at certain parts of the screen. A version will do a very small throw (most of the time landing in front of Karas (Note: if you are next to you enemy and do the A version of Tsurigitsune, the enemy will be thrown behind Karas), B version will throw the enemy in an arc, landing behind Karas (about a ground dash away, you can follow-up with a ground combo), and C version will cause the enemy to bounce off the wall (i.e. wall bounce, you can follow-up with a ground combo, or continue your ground combo).
|-
*Ungaikyo-236A/B/C-Karas spins his sword in front of himself. The damage output (around 0,400 Billion Damage) and number of hits (1 hit) are the same for all three versions. If the enemy is hit by Ungaikyo, the enemy will go into a staggering state (which is then possible to go into or continue your ground combo). This special move reflects projectiles. Use this on an enemy which he/she is projectile happy (and punish the enemy for it!).
| '''5C''' || 11 || 10 || 26 || - || 2028 || - || Takes two swipes with his sword, also a good normal
==Super Moves==
|-
*Zan Ei Jin- During the Ungaikyo special move, 236+Any two attack buttons-Karas goes into a stance and makes his sword fly all over the screen. Karas is gone during the crazy sword dancing. The super ends with Karas hitting the enemy with a powerful horizontal slash. This super does 11 hits and does around 15,100 Billion Damage. This super can be used in a ground combo (especially after Ungaikyo-since the enemy at this point is in a staggering state). This super is also good to use to catch your enemy in the air with (and in some cases, can be considered an anti-air). However, if you do you this super as an anti-air, chance are, Karas will not land the last hit of Zan Ei Jin (leaving Karas open for attacks).
| '''2C''' || 12 || 8 || 32 || - || 2060 || Low/Hard Knockdown|| Quick little 1/4th screen slide, leads to kasha loops
*Shiranui-623+Any two attack buttons-This super is a counter-super. Karas goes into a stance (with his sword in front of him). If Karas' enemy hits him during his stance, Karas will slash the enemy (where a Japanese symbol appears), causing the enemy to explode. This super does 2 hits and does around 14,600 Billion Damage. Use this super as a surprise (when your opponent does not expect you to use it). If the enemy does not hit Karas during his stance, Karas is left open for attacks (since Karas is in his stance for almost 3 seconds).
|-
*Hiei Zangetsu (Level 3 Super)-63214+Any two attack buttons-Karas sends his shadow towards his enemy. If the enemy is hit, a series of shadow webs tie the enemy up in he air (...the moon appears behind the enemy, haha). Karas ends the super with a powerful vertical slash. This super does 2 hits and does around 20,600 Billion Damage. You can ground combo into this super (especially after either a ground forward/backward throw) to guarantee high damage.
| '''6C''' || 25 || - || - || - || 3000 || Hard knockdown || Karas poses then teleports to swing his sword, leads to hard knockdown. Massively unsafe without baroque.
=As An Assist=
|-
Karas jumps out and does his A version of Ungaikyo. The same properties still apply with Karas' Assist. Use his Assist to juggle the enemy on the ground (and to save your current character's Baroque for later).
| '''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
  • 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
  • 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.
TVC Karas Art.png

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
  • 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
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

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants