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

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(minor clarification)
(Notes updated)
Line 95: Line 95:
|| 3000  
|| 3000  
|| Hard Knockdown  
|| Hard Knockdown  
|| Unsafe without baroque
|| 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  
|| Unblockable; baroque required for follow-up
|| 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 Karas forward, good for crossunders
|| 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  
|| Use primarily in combos
|| 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  
|| Ground causes stagger; loops into {{TvC-Colors|green|Yoinagi}}
|| 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  
|| Leads into Level 3 or baroque for more loops
|| 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-style, great hitbox and potential for crossunders
|| 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  
|| Reflects projectiles, staggers on ground
|| 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  
|| -  
|| -  
|| Full-screen sword sweep, good DHC or crossover move
|| 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  
|| One of the best counter supers, wide hitbox
|| 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 super, high damage but telegraphed
|| 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
  • 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

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
  • 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

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

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants