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

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{{ProConTable
{{ProConTable
|pros=
|pros=
*Combos look super cool
* Combos look super cool
*Some really good mixups
* Some really good mixups
*Very good crossover combination
* Very good crossover combination
*Counter super has a wider hitbox than the other counter supers
* Counter super has a wider hitbox than the other counter supers
*Hsien-ko dash
* Hsien-ko dash
*Excellent blockstrings  
* Excellent blockstrings  
|cons=
|cons=
* Can be very execution heavy, and even with his most optimal execution heavy combos he barely does damage
* Can be very execution heavy, and even with his most optimal execution heavy combos he barely does damage
* Lowest health in the game.
* Lowest health in the game
* Even with baroque, he barely does damage.
* Even with baroque, he barely does damage
 
}}
}}
}}
}}
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==Normal Moves==
==Normal Moves==
{| class = wikitable style="text-align: center;"
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes
|-
|-
|[[File:Karas 5A.webm|thumb| '''<span style="color:#87CEEB;">5A</span>''']] || 5 || 2 || 20 || - || 540 || - || Jab.
|[[File:Karas 5A.webm|thumb| {{TvC-Colors|blue|5A}}]]  
|| 5  
|| 2  
|| 20  
|| -  
|| 540  
|| -  
|| Jab
|-
|-
|[[File:Karas 2A.webm|thumb| '''<span style="color:#87CEEB;">2A</span>''' ]]|| 5 || 2 || 20 || - || 480 || low || crouch kick
|[[File:Karas 2A.webm|thumb| {{TvC-Colors|blue|2A}}]]  
|| 5  
|| 2  
|| 20  
|| -  
|| 480  
|| Low
|| Crouch kick
|-
|-
| [[File:Karas 5B.webm|thumb|'''<span style="color:#FFD700;">5B</span>''']]|| 9 || 2 || 25 || - || 920 || - || Sword swipe, decent range
|[[File:Karas 5B.webm|thumb| {{TvC-Colors|yellow|5B}}]]  
|| 9  
|| 2  
|| 25  
|| -  
|| 920  
|| -  
|| Sword swipe, decent range
|-
|-
|[[File:Karas 2B.webm|thumb| '''<span style="color:#FFD700;">2B</span>''']] || 10 || 2 || 27 || - || 920 || Low || Gets down and does a swipe with his sword. Fairly good range
|[[File:Karas 2B.webm|thumb| {{TvC-Colors|yellow|2B}}]]  
|| 10  
|| 2  
|| 27  
|| -  
|| 920  
|| Low  
|| Sword swipe, good range
|-
|-
| [[File:Karas 5C.webm|thumb|'''<span style="color:#FF6347;">5C</span>''']]|| 11 || 10 || 26 || - || 2028 || - || Takes two swipes with his sword, also a good normal
|[[File:Karas 5C.webm|thumb| {{TvC-Colors|red|5C}}]]  
|| 11  
|| 10  
|| 26  
|| -  
|| 2028  
|| -  
|| Two sword swipes, good normal
|-
|-
|[[File:Karas 2C.webm|thumb| '''<span style="color:#FF6347;">2C</span>''']] || 12 || 8 || 32 || - || 2060 || Low/Hard Knockdown|| Quick little 1/4th screen slide, leads to kasha loops
|[[File:Karas 2C.webm|thumb| {{TvC-Colors|red|2C}}]]  
|| 12  
|| 8  
|| 32  
|| -  
|| 2060  
|| Low/Hard Knockdown  
|| Quick 1/4th screen slide, leads to kasha loops
|-
|-
| [[File:Karas 6C.webm|thumb|'''<span style="color:#FF6347;">6C</span>''']] || 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| {{TvC-Colors|red|6C}}]]  
|| 25  
|| -  
|| -  
|| -  
|| 3000  
|| Hard Knockdown
|| Unsafe without baroque
|-
|-
| [[File:Karas 6C Unblock.webm|thumb|'''<span style="color:#FF6347;">6[C]</span>''']] || 65 || - || - || - || 3700 || Crumple/Hardknockdown|| 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 6C Unblock.webm|thumb|{{TvC-Colors|red|6[C]}}]]  
|| 65  
|| -  
|| -  
|| -  
|| 3700  
|| Crumple/Hard Knockdown
|| Unblockable; baroque required for follow-up
|-
|-
|[[File:Karas 3C.webm|thumb| '''<span style="color:#FF6347;">3C</span>''']] || 13 || 2 || 32 || - || 1840|| Launcher || Pushes karas forward a little bit, good for crossunders, otherwise it's a launcher.
|[[File:Karas 3C.webm|thumb| {{TvC-Colors|red|3C}}]]  
|| 13  
|| 2  
|| 32  
|| -  
|| 1840  
|| Launcher  
|| Pushes Karas forward, good for crossunders
|-
|-
|[[File:Karas jA.webm|thumb| '''<span style="color:#87CEEB;">j.A</span>''']] || 4 || 10 || 38 || - || 640 || Overhead || Extremely fast extremely active
|[[File:Karas jA.webm|thumb| {{TvC-Colors|blue|j.A}}]]  
|| 4  
|| 10  
|| 38  
|| -  
|| 640  
|| Overhead  
|| Fast and active
|-
|-
| [[File:Karas jB.webm|thumb|'''<span style="color:#FFD700;">j.B</span>''' ]]|| 8 || 4 || 45 || - || 940|| Overhead || Very good hitbox, worth using
|[[File:Karas jB.webm|thumb| {{TvC-Colors|yellow|j.B}}]]  
|| 8  
|| 4  
|| 45  
|| -  
|| 940  
|| Overhead  
|| Good hitbox, solid for air control
|-
|-
| [[File:Karas jC.webm|thumb|'''<span style="color:#FF6347;">j.C</span>''']] || 10 || 3 || 44 || - || 2480 || Overhead || Fast for a j.C but the hitbox is...not great, use in combos
|[[File:Karas jC.webm|thumb| {{TvC-Colors|red|j.C}}]]  
|| 10  
|| 3  
|| 44  
|| -  
|| 2480  
|| Overhead  
|| Use primarily in combos
|}
|}


===Universal Mechanics===
===Universal Mechanics===
{| class = wikitable style="text-align: center;"
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
 
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes
|-
|-
| '''VAR starter''' || 11 || - || - || - || 3200 || - || j.C animation
| '''VAR starter'''  
|| 11  
|| -  
|| -  
|| -  
|| 3200  
|| -  
|| {{TvC-Colors|red|j.C}} animation
|-
|-
| '''Crossover Combination''' || 26 || 6 || 21 || - || 2400 || invulnerable until Karas lands || A Narukami animation
| '''Crossover Combination'''  
|| 26  
|| 6  
|| 21  
|| -  
|| 2400  
|| Invulnerable until Karas lands  
|| {{TvC-Colors|green|Narukami}} animation
|-
|-
| '''Forward Throw''' || - || - || - || - || 4174 || Throw || Can link level 3 from throw
| '''Forward Throw'''  
|| -  
|| -  
|| -  
|| -  
|| 4174  
|| Throw  
|| Can link into Level 3
|-
|-
| '''Back Throw''' || - || - || - || - || 4800 || Throw || Can link level 3 from throw but be quick with it
| '''Back Throw'''  
|| -  
|| -  
|| -  
|| -  
|| 4800  
|| Throw  
|| Can link into Level 3, but be quick
|-
|-
| '''Air Forward Throw''' || - || - || - || - || 5600 || Throw || It's a throw, use it as a reversal.
| '''Air Forward Throw'''  
|| -  
|| -  
|| -  
|| -  
|| 5600  
|| Throw  
|| Use as reversal
|-
|-
| '''Air Back Throw''' || - || - || - || - || 5600 || Throw || It's a throw, use it as a reversal.
| '''Air Back Throw'''  
|| -  
|| -  
|| -  
|| -  
|| 5600  
|| Throw  
|| Use as reversal
|}
|}


===Special Moves===
===Special Moves===
{| class = wikitable style="text-align: center;"
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
 
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes
|-
|-
|[[File:KarasKasha.webm|thumb| '''<span style="color:#90EE90;">Kasha</span>''' <br> [4]->6X]]|| 9/10/15| - || - || - || - || 2020 || (Ground) Stagger || Karas dashes forward, on ground it causes stagger. '''''<span style="color:#FF6347;">2C</span>-> <span style="color:#87CEEB;">A Kasha</span>''''' can be looped to carry to wall. Links to '''''<span style="color:#90EE90;">Yoinagi</span>'''''
|[[File:KarasKasha.webm|thumb| {{TvC-Colors|green|Kasha}} <br> [4]->6X]]  
|| 9/10/15  
|| -  
|| -  
|| -  
|| 2020  
|| Stagger  
|| Ground causes stagger; loops into {{TvC-Colors|green|Yoinagi}}
|-
|-
|[[File:Karas Yoinagi.webm|thumb| '''<span style="color:#90EE90;">Yoinagi</span>''': <br> '''''<span style="color:#90EE90;">Kasha</span>''''' -> 236X]]|| 7|| - || - || - || 1140 || Soft Knockdown || Follow up to kasha, has no real purpose other than setting up '''''<span style="color:#90EE90;">Yasagurama</span>''''' and '''''<span style="color:#90EE90;">Yato</span>'''''
|[[File:Karas Yoinagi.webm|thumb| {{TvC-Colors|green|Yoinagi}} <br> {{TvC-Colors|green|Kasha}} -> 236X]]  
|| 7  
|| -  
|| -  
|| -  
|| 1140  
|| Soft Knockdown  
|| Follow-up to {{TvC-Colors|green|Kasha}}, setups for {{TvC-Colors|green|Yasagurama}} and {{TvC-Colors|green|Yato}}
|-
|-
| [[File:Karas yasagurama.mp4|thumb|'''''<span style="color:#90EE90;">Yasagurama</span>''':  <br> '''<span style="color:#90EE90;">Yoinagi</span>'''-> <span style="color:#FF6347;">6C</span>]] || 26 || - || - || - || 3000 || Wallbounce/Overhead|| Karas flips over and bonks you on the head. Causes wall bounce, good for combos and some mixups
|[[File:Karas yasagurama.mp4|thumb| {{TvC-Colors|green|Yasagurama}} <br> {{TvC-Colors|green|Yoinagi}} -> {{TvC-Colors|red|6C}}]]  
|| 26  
|| -  
|| -  
|| -  
|| 3000  
|| Wall Bounce/Overhead  
|| Causes wall bounce, good for combos
|-
|-
| [[File:Karas Yato.webm|thumb|'''''<span style="color:#90EE90;">Yato</span>''': <br> '''<span style="color:#90EE90;">Yoinagi</span>'''--> <span style="color:#90EE90;">46X</span>]]|| 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 <span style="color:#87CEEB;">j.A</span>
|[[File:Karas Yato.webm|thumb| {{TvC-Colors|green|Yato}} <br> {{TvC-Colors|green|Yoinagi}} -> {{TvC-Colors|green|46X}}]]  
|| 7  
|| -  
|| -  
|| -  
|| 4500  
|| Hard Knockdown  
|| Leads into Level 3 or baroque for more loops
|-
|-
|[[File:Karas Narukami.webm|thumb| '''<span style="color:#90EE90;">Narukami</span>''' <br> 623X]]|| 8|| - || - || - || 2300/2907/3679|| - || Shoryuken, but the hitbox on this is insane. Moves Karas forward a tiny bit, you can do some ugly crossunders
|[[File:Karas Narukami.webm|thumb| {{TvC-Colors|green|Narukami}} <br> 623X]]  
|| 8  
|| -  
|| -  
|| -  
|| 2300/2907/3679  
|| -  
|| Shoryuken-style, great hitbox and potential for crossunders
|-
|-
| '''<span style="color:#90EE90;">Tobimizuchi</span>''' <br> 63214X <br>[[File:Karas Tobi.webm|thumb|No Input]]<br>[[File:Karas Tobi 6X.webm|thumb|'''<span style="color:#90EE90;">236X</span>''']]<br>[[File:Karas Tobi 4A.webm|thumb|'''<span style="color:#87CEEB;">214A</span>''']]<br>[[File:Karas Tobi 4B.webm|thumb|'''<span style="color:#FFD700;">214B</span>''']]<br>[[File:Karas Tobi 4C.webm|thumb|'''<span style="color:#FF6347;">214C</span>''']]|| 19 || - || -|| - || 800 (4429 if wallkick)|| Hitgrab|| Karas nails the opponent with a chain, at this point he can perform some followups
|[[File:Karas Tobi.webm|thumb| {{TvC-Colors|green|Tobimizuchi}} <br> 63214X]]  
*'''''<span style="color:#90EE90;">236X</span>''''' causes a wall kick where Karas will put the opponent on the ground, follow up with <span style="color:#FFD700;">2B</span> if you do this
|| 19  
*'''''<span style="color:#87CEEB;">214A</span>''''' will pull them close to Karas along the ground
|| -  
*'''''<span style="color:#FFD700;">214B</span>''''' will toss them high in the air and send them crashing down '''''recommended for giants'''''
|| -  
*'''''<span style="color:#FF6347;">214C</span>''''' will throw them against the wall behind Karas for easy pickups
|| -  
'''''Useable on giants'''''
|| 800 (4429 with wall kick)  
|| Hitgrab  
|| Multiple follow-ups, usable on giants
|-
|-
| '''<span style="color:#90EE90;">Ungaikyo</span>''' <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.  Only real problem is the damage but that's okay
|[[File:Karas Ungaikyo.webm|thumb| {{TvC-Colors|green|Ungaikyo}} <br> 236X]]  
|-
|| 4  
 
|| -  
 
|| -  
|| -  
|| 400  
|| Projectile Reflect/Stagger  
|| Reflects projectiles, staggers on ground
|}
|}


===Super Moves===
===Super Moves===
{| class = wikitable style="text-align: center;"
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
 
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes
|-
|-
| '''<span style="color:#90EE90;">Zaneijin</span>''' <br> '''''<span style="color:#90EE90;">Ungaikyo</span>''''' -> 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.
|[[File:Karas Zaneijin.webm|thumb| {{TvC-Colors|green|Zaneijin}} <br> {{TvC-Colors|green|Ungaikyo}} -> 236XX]]  
|| 1+31  
|| -  
|| -  
|| -  
|| 15134  
|| -  
|| Full-screen sword sweep, good DHC or crossover move
|-
|-
| '''<span style="color:#90EE90;">Shiranui</span>''' <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
|[[File:Karas Shiranui.webm|thumb| {{TvC-Colors|green|Shiranui}} <br> 623XX]]  
|| 1+0  
|| -  
|| -  
|| -  
|| 14600  
|| Counter  
|| One of the best counter supers, wide hitbox
|-
|-
| '''<span style="color:#90EE90;">Super Hiei Zangetsu</span>''' <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
|[[File:Karas Super Hiei.webm|thumb| {{TvC-Colors|green|Super Hiei Zangetsu}} <br> 63214XX]]  
|| 3+30  
|| -  
|| -  
|| -  
|| 20600  
|| OTG  
|| Level 3 super, high damage but telegraphed
|}
|}



Revision as of 21:11, 11 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 Unsafe without baroque
65 - - - 3700 Crumple/Hard Knockdown Unblockable; baroque required for follow-up
13 2 32 - 1840 Launcher Pushes Karas forward, good for crossunders
4 10 38 - 640 Overhead Fast and active
8 4 45 - 940 Overhead Good hitbox, solid for air control
10 3 44 - 2480 Overhead Use primarily 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 Ground causes stagger; loops into Yoinagi
7 - - - 1140 Soft Knockdown Follow-up to Kasha, setups for Yasagurama and Yato
26 - - - 3000 Wall Bounce/Overhead Causes wall bounce, good for combos
7 - - - 4500 Hard Knockdown Leads into Level 3 or baroque for more loops
8 - - - 2300/2907/3679 - Shoryuken-style, great hitbox and potential for crossunders
19 - - - 800 (4429 with wall kick) Hitgrab Multiple follow-ups, usable on giants
4 - - - 400 Projectile Reflect/Stagger Reflects projectiles, staggers on ground

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+31 - - - 15134 - Full-screen sword sweep, good DHC or crossover move
1+0 - - - 14600 Counter One of the best counter supers, wide hitbox
3+30 - - - 20600 OTG Level 3 super, high damage but telegraphed

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants