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 | 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 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 | 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 | - | j.C animation |
Counter Tag | 26 | 6 | 21 | - | 2400 | invulnerable until Karas lands | A Narukami animation |
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
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. Only real problem is the damage but that's okay |
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 |