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|| 1140 | || 1140 | ||
|| Soft Knockdown | || Soft Knockdown | ||
|| Follow-up to {{TvC-Colors|green|Kasha}}, | || Follow-up to {{TvC-Colors|green|Kasha}}, This basically exists to rekka into {{TvC-Colors|green|Yasagurama}} or {{TvC-Colors|green|Yato}}. It's also a very finnicky move that tends to drop, be sure to practice this link a lot when doing kasha loops. | ||
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|[[File:Karas yasagurama.mp4|thumb| {{TvC-Colors|green|Yasagurama}} <br> {{TvC-Colors|green|Yoinagi}} -> {{TvC-Colors|red|6C}}]] | |[[File:Karas yasagurama.mp4|thumb| {{TvC-Colors|green|Yasagurama}} <br> {{TvC-Colors|green|Yoinagi}} -> {{TvC-Colors|red|6C}}]] |
Revision as of 13:08, 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 |
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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, This basically exists to rekka into Yasagurama or Yato. It's also a very finnicky move that tends to drop, be sure to practice this link a lot when doing kasha loops. | |
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 |