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

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(→‎Special Moves: Edited follow up moves for clarity)
(Karas bio changed, videos added)
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{{TVC Character Intro|char=Karas|content=
{{TVC Character Intro|char=Karas|content=
==Introduction==
==Introduction==
The crow, the guardian of the city. His mission is to stop his predecessor from taking over his city
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==
==Gameplay==
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! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|-
|-
| '''5A''' || 5 || 2 || 20 || - || 540 || - || Jab.
|[[File:Karas 5A.webm|thumb| '''5A''']] || 5 || 2 || 20 || - || 540 || - || Jab.
|-
|-
| '''2A''' || 5 || 2 || 20 || - || 480 || low || crouch kick
|[[File:Karas 2A.webm|thumb| '''2A''' ]]|| 5 || 2 || 20 || - || 480 || low || crouch kick
|-
|-
| '''5B''' || 9 || 2 || 25 || - || 920 || - || Sword swipe, decent range
| [[File:Karas 5B.webm|thumb|'''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
|[[File:Karas 2B.webm|thumb| '''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
| [[File:Karas 5C.webm|thumb|'''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
|[[File:Karas 2C.webm|thumb| '''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.
| [[File:Karas 6C.webm|thumb|'''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 wait a frame too late, the opponent becomes invincible until wakeup.
| [[File:Karas 6C Unblock.webm|thumb|'''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 wait a frame too late, the opponent becomes invincible until wakeup.
|-
|-
 
|[[File:Karas 3C.webm|thumb| '''3C''']] || 13 || 2 || 32 || - || 1840|| Launcher  || Pushes karas forward a little bit, good for crossunders, otherwise it's a launcher.
 
| '''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
|[[File:Karas jA.webm|thumb| '''j.A''']] || 4 || 10 || 38 || - || 640 || Overhead || Extremely fast extremely active
|-
|-
| '''j.B''' || 8 || 4 || 45 || - || 940|| Overhead || Very good hitbox, worth using
| [[File:Karas jB.webm|thumb|'''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
| [[File:Karas jC.webm|thumb|'''j.C''']] || 10 || 3 || 44 || - || 2480 || Overhead || Fast for a j.C but the hitbox is...not great, use in combos
|}
|}


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|-
|-
| '''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'''''
|[[File:KarasKasha.webm|thumb| '''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'''''
|[[File:Karas Yoinagi.webm|thumb| '''''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
| [[File:Karas Yasagurama.webm|thumb|'''''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
| [[File:Karas Yato.webm|thumb|'''''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
|-
|-
 
|[[File:Karas Narukami.webm|thumb| '''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
| '''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
| '''Tobimizuchi''' <br> 63214X <br>[[File:Karas Tobi.webm|thumb|No Input]]<br>[[File:Karas Tobi 6X.webm|thumb|'''6X''']]<br>[[File:Karas Tobi 4A.webm|thumb|'''4A''']]<br>[[File:Karas Tobi 4B.webm|thumb|'''4B''']]<br>[[File:Karas Tobi 4C.webm|thumb|'''4C''']]|| 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
*'''''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
*'''''214A''''' will pull them close to karas along the ground
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'''''Useable on giants'''''
'''''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.
| '''Ungaikyo''' <br> 236X <br> [[File:Karas Ungaikyo.webm|thumb]]|| 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. A really good attack.
|-
|-


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|-
|-
| '''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.
| '''Zaneijin''' <br> '''''Ungaikyo''''' -> 236XX <br>[[File:Karas Zaneijin.webm|thumb]]|| 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
| '''Shiranui''' <br> 623XX <br> [[File:Karas Shiranui.webm|thumb]]|| 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
| '''Super Hiei Zangetsu''' <br> 63214XX <br>[[File:Karas Super Hiei.webm|thumb]]|| 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
|}
|}



Revision as of 13:04, 29 November 2021

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
  • 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
5 2 20 - 540 - Jab.
5 2 20 - 480 low crouch kick
9 2 25 - 920 - Sword swipe, decent range
10 2 27 - 920 Low Gets down and does a swipe with his sword. Fairly good range
11 10 26 - 2028 - Takes two swipes with his sword, also a good normal
12 8 32 - 2060 Low/Hard Knockdown Quick little 1/4th screen slide, leads to kasha loops
25 - - - 3000 Hard knockdown Karas poses then teleports to swing his sword, leads to hard knockdown. Massively unsafe without baroque.
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 wait a frame too late, the opponent becomes invincible until wakeup.
13 2 32 - 1840 Launcher Pushes karas forward a little bit, good for crossunders, otherwise it's a launcher.
4 10 38 - 640 Overhead Extremely fast extremely active
8 4 45 - 940 Overhead Very good hitbox, worth using
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
- - - - 2020 (Ground) Stagger Karas dashes foward, on ground it causes stagger. 2C-> A Kasha can be looped to carry to wall. Links to Yoinagi
7 - - - 1140 OTG Follow up to kasha, has no real purpose other than setting up Yasagurama and yato
26 - - - 3000 Wallbounce/Overhead Karas flips over bonks you on the head. Causes wall bounce, good for combos and some mixups
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
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/Stagger Karas summons his inner vergil and spins his sword in front of him, very annoying, very active, reflects projectiles, staggers on ground. 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