(minor clarification) |
(Notes updated) |
||
Line 95: | Line 95: | ||
|| 3000 | || 3000 | ||
|| Hard Knockdown | || Hard Knockdown | ||
|| | || Karas poses then teleports to swing his sword, leads to hard knockdown. Massively unsafe without baroque. | ||
|- | |- | ||
| [[File:Karas 6C Unblock.webm|thumb|{{TvC-Colors|red|6[C]}}]] | | [[File:Karas 6C Unblock.webm|thumb|{{TvC-Colors|red|6[C]}}]] | ||
Line 104: | Line 104: | ||
|| 3700 | || 3700 | ||
|| Crumple/Hard Knockdown | || Crumple/Hard Knockdown | ||
|| | || Karas poses then teleports to swing his sword, except this time it's unlockable. 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''' | ||
|- | |- | ||
|[[File:Karas 3C.webm|thumb| {{TvC-Colors|red|3C}}]] | |[[File:Karas 3C.webm|thumb| {{TvC-Colors|red|3C}}]] | ||
Line 113: | Line 113: | ||
|| 1840 | || 1840 | ||
|| Launcher | || Launcher | ||
|| Pushes | || Pushes karas forward a little bit, good for crossunders, otherwise it's a launcher. | ||
|- | |- | ||
|[[File:Karas jA.webm|thumb| {{TvC-Colors|blue|j.A}}]] | |[[File:Karas jA.webm|thumb| {{TvC-Colors|blue|j.A}}]] | ||
Line 140: | Line 140: | ||
|| 2480 | || 2480 | ||
|| Overhead | || Overhead | ||
|| | || Fast for a {{TvC-Colors|red|j.C}} but the hitbox is...not great, use in combos | ||
|} | |} | ||
Line 227: | Line 227: | ||
|| 2020 | || 2020 | ||
|| Stagger | || Stagger | ||
|| | || Karas dashes foward, 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}} | ||
|- | |- | ||
|[[File:Karas Yoinagi.webm|thumb| {{TvC-Colors|green|Yoinagi}} <br> {{TvC-Colors|green|Kasha}} -> 236X]] | |[[File:Karas Yoinagi.webm|thumb| {{TvC-Colors|green|Yoinagi}} <br> {{TvC-Colors|green|Kasha}} -> 236X]] | ||
Line 245: | Line 245: | ||
|| 3000 | || 3000 | ||
|| Wall Bounce/Overhead | || Wall Bounce/Overhead | ||
|| Causes wall bounce, good for combos | || Karas flips over bonks you on the head. Causes wall bounce, good for combos and some mixups | ||
|- | |- | ||
|[[File:Karas Yato.webm|thumb| {{TvC-Colors|green|Yato}} <br> {{TvC-Colors|green|Yoinagi}} -> {{TvC-Colors|green|46X}}]] | |[[File:Karas Yato.webm|thumb| {{TvC-Colors|green|Yato}} <br> {{TvC-Colors|green|Yoinagi}} -> {{TvC-Colors|green|46X}}]] | ||
Line 254: | Line 254: | ||
|| 4500 | || 4500 | ||
|| Hard Knockdown | || 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 {{TvC-Colors|blue|j.A}} | ||
|- | |- | ||
|[[File:Karas Narukami.webm|thumb| {{TvC-Colors|green|Narukami}} <br> 623X]] | |[[File:Karas Narukami.webm|thumb| {{TvC-Colors|green|Narukami}} <br> 623X]] | ||
Line 263: | Line 263: | ||
|| 2300/2907/3679 | || 2300/2907/3679 | ||
|| - | || - | ||
|| Shoryuken | || Shoryuken, but the hitbox on this is insane. Moves karas foward a tiny bit you can do some ugly crossunders | ||
|- | |- | ||
|[[File:Karas Tobi.webm|thumb| {{TvC-Colors|green|Tobimizuchi}} <br> {{TvC-Colors|green|63214X}}]] [[File:Karas Tobi 6X.webm|thumb|{{TvC-Colors|green|63214X}} -> {{TvC-Colors|green|236X}}]]<br>[[File:Karas Tobi 4A.webm|thumb|{{TvC-Colors|green|63214X}} -> {{TvC-Colors|blue|214A}}]]<br>[[File:Karas Tobi 4B.webm|thumb|{{TvC-Colors|green|63214X}} -> {{TvC-Colors|yellow|214B}}]]<br>[[File:Karas Tobi 4C.webm|thumb|{{TvC-Colors|green|63214X}} -> {{TvC-Colors|red|214C}}]] | |[[File:Karas Tobi.webm|thumb| {{TvC-Colors|green|Tobimizuchi}} <br> {{TvC-Colors|green|63214X}}]] [[File:Karas Tobi 6X.webm|thumb|{{TvC-Colors|green|63214X}} -> {{TvC-Colors|green|236X}}]]<br>[[File:Karas Tobi 4A.webm|thumb|{{TvC-Colors|green|63214X}} -> {{TvC-Colors|blue|214A}}]]<br>[[File:Karas Tobi 4B.webm|thumb|{{TvC-Colors|green|63214X}} -> {{TvC-Colors|yellow|214B}}]]<br>[[File:Karas Tobi 4C.webm|thumb|{{TvC-Colors|green|63214X}} -> {{TvC-Colors|red|214C}}]] | ||
Line 286: | Line 286: | ||
|| 400 | || 400 | ||
|| Projectile Reflect/Stagger | || 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 | ||
|} | |} | ||
Line 307: | Line 307: | ||
|| 15134 | || 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. | ||
|- | |- | ||
|[[File:Karas Shiranui.webm|thumb| {{TvC-Colors|green|Shiranui}} <br> 623XX]] | |[[File:Karas Shiranui.webm|thumb| {{TvC-Colors|green|Shiranui}} <br> 623XX]] | ||
Line 316: | Line 316: | ||
|| 14600 | || 14600 | ||
|| Counter | || 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 | ||
|- | |- | ||
|[[File:Karas Super Hiei.webm|thumb| {{TvC-Colors|green|Super Hiei Zangetsu}} <br> 63214XX]] | |[[File:Karas Super Hiei.webm|thumb| {{TvC-Colors|green|Super Hiei Zangetsu}} <br> 63214XX]] | ||
Line 325: | Line 325: | ||
|| 20600 | || 20600 | ||
|| OTG | || OTG | ||
|| Level 3 | || 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 | ||
|} | |} | ||
Revision as of 13:02, 19 September 2024
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 |
---|---|
|
|
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 | Sword swipe, good range | |
11 | 10 | 26 | - | 2028 | - | Two sword swipes, good normal | |
12 | 8 | 32 | - | 2060 | Low/Hard Knockdown | Quick 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/Hard Knockdown | Karas poses then teleports to swing his sword, except this time it's unlockable. 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 | |
13 | 2 | 32 | - | 1840 | Launcher | Pushes karas forward a little bit, good for crossunders, otherwise it's a launcher. | |
4 | 10 | 38 | - | 640 | Overhead | Fast and active | |
8 | 4 | 45 | - | 940 | Overhead | Good hitbox, solid for air control | |
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 | - | j.C animation |
Crossover Combination | 26 | 6 | 21 | - | 2400 | Invulnerable until Karas lands | Narukami animation |
Forward Throw | - | - | - | - | 4174 | Throw | Can link into Level 3 |
Back Throw | - | - | - | - | 4800 | Throw | Can link into Level 3, but be quick |
Air Forward Throw | - | - | - | - | 5600 | Throw | Use as reversal |
Air Back Throw | - | - | - | - | 5600 | Throw | Use as reversal |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
9/10/15 | - | - | - | 2020 | Stagger | Karas dashes foward, on ground it causes stagger. 2C -> A Kasha can be looped to carry to wall. loops into Yoinagi | |
7 | - | - | - | 1140 | Soft Knockdown | Follow-up to Kasha, setups for Yasagurama and Yato | |
26 | - | - | - | 3000 | Wall Bounce/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 | |
|
19 | - | - | - | 800 (4429 with wall kick) | Hitgrab | Karas nails the opponent with a chain, at this point he can perform some followups
Useable on giants |
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
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. | |
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 | |
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 |