Introduction
Unarmed | Weapon |
Story:
Travels through many countries, working as a bodyguard, accompanied by crows and an evil sword that is said to human blood.
As the crows head for the cast as usual, he follows them without knowing what lies ahead...
Move list
Normals
Standing
Far
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | no | 10 | - | - | - | - |
Decently ranged poke. Starts pretty slowly but it's hard to counterpoke. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | no | 6 | - | - | - | - |
Pretty good range for its speed, but many characters can crouch under it and doesn't really lead to anything. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | no | 11 | - | - | - | - |
Barely slower than f5A but better range and damage. Pretty strong counterpoke, can also be used as an antiair for shallow jump-ins but it's tricky to time |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | no | 11 | - | - | - | - |
Karasu's longest ranged normal. does huge amounts of stun but can be ducked by most of the cast. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | no | 6 | - | - | - | - |
Slightly less range than unarmed f5A but hits crouchers. Very little pushback on block, a great button for harassing opponents |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | no | 10 | - | - | - | - |
Unlike unarmed f5B this can catch all crouchers, though the foot still whiffs so be careful. Pretty active but easy to counter-hit |
Close
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | SP,CH | 6 | - | - | - | - |
Not any better than c5C, but also it whiffs on crouchers. Maybe can catch someone jumping out of pressure but not really useful. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | SP,CH | 6 | - | - | - | - |
Same as the armed version but stubbier. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | SP | 11 | - | - | - | - |
Mediocre anti-air/combo fodder with big stun. Later active frames will whiff crouchers so don't use it meaty. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | SP | 11 | - | - | - | - |
Combo Fodder. Can't use this as an anti-air at all. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | CH | 6 | - | - | - | - |
A low chain starter, great for pressure and mix too. One of Karasu's best buttons. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | SP | 10 | - | - | - | - |
If you're gonna use a close heavy you probably wanna use this one. |
Crouching
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | no | 6 | - | - | - | - |
Fast and great range, use this button a lot in neutral. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | no | 5 | - | - | - | - |
Karasu's fastest button. very tight link into c5C |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | no | 7 | - | - | - | - |
Similar to (a)f5B but faster and doesn't move your hurtbox as far forwards in exchange for worse frame advantage on block |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | no | 11 | - | - | - | - |
Pretty mediocre range but leaves you absurdly plus. Use point blank on oki with 6A and 2D for an easy 50/50 |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | low | no | 6 | - | - | - | - |
Pretty nice, fast low. Use it to keep em blocking low. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | low | SP | 10 | - | - | - | - |
Standard sweep. Surprisingly safe. |
Jumping
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | high | no | 7 | - | - | - | - |
Long ranged, pretty good angle. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | high | no | 6 | - | - | - | - |
Stays out until you land. Difficult to combo out of but a good set up for a tick throw on hit, or high/low mix on block. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | high | no | 9 | - | - | - | - |
Solid air-to-air and a crossup to boot. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | high | no | 9 | - | - | - | - |
Pretty mediocre jump-in, doesn't really do anything better than other buttons. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | high | no | 6 | - | - | - | - |
Jack of all trades button, similar function to j.A but with worse range, and crosses up like armed j.B but but has a worse backwords hitbox. What this means is no matter what state you have access to those functions. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | high | SP | 9 | - | - | - | - |
Great jump-in. Good damage and stun, easy to combo from. Interestingly this is a cancelable button, which means you can combo into sword throw in some situations. |
Command Normals
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | high | no | 14 | - | - | - | - |
Command Overhead. Great range for an overhead, and you can convert on a stagger pretty easily still. Despite how it looks this isn't a very good antiair |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | high | no | 13 | - | - | - | - |
Command Overhead. early startup frames are fairly similar to standing, use with c5C for mix. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid, mid | no | 16 | - | - | - | - |
If you press this at the range the first hit will connect you'll get c.5B instead. Could maybe be used to discourage dashing in but there are better buttons for that |
Universal Mechanics
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | SP | 8/14 | - | - | - | - |
Amazing button. Not only is it one of Karasu's fastest buttons AND one of the longest ranged cancelable buttons in the game but it can also be cancelled into from other buttons. 2 hits, switches you to Unarmed. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | SP | 8 | - | - | - | - |
This is pretty much your best unarmed antiair, though still likely to trade. Less impressive than the armed version but still cancelable into and out of. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
8/14 | - | - | mid | SP | - | - | - | - | - |
- |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
10 | - | - | mid | SP | 10 | - | - | - | - |
These are mostly just worse versions of the standing draw/sheathe attacks, there's no real need to use them. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | no | - | - | - | - | - |
Armed version drops them next to you for easy oki, unarmed sends them to the other side of the screen. strictly worse than the command throw. |
Special Moves
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | no | 26 | - | - | - | - |
Karasu snaps his fingers, causing his sword to turn into a crow and fly towards him. When it reaches his position AND a certain height it turns back into a sword and drops down for you to pick up or Catch. If it reaches you before its max height it will carry on in the direction it was going so it can fly past you. This prevents your opponent from camping your weapon or scrolling it offscreen, though it's pretty slow so be prepared to defend yourself while it's coming. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | no | 15 | - | - | - | - |
Catch the sword in the air as it falls. You're vulnerable until the animation ends but it's faster than waiting for it to hit the ground. The timing for the catch is kinda tricky; you need to wait for the sword to be about 1 head height above you but it's pretty lenient horizontally. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | no | 1 | - | - | - | - |
Armed and unarmed are identical other than animation. Sends your opponent flying into the air about 3/4 of a screen away. Can't juggle but there's plenty of time to reach them. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid, mid, mid | no | 17 | - | - | - | - |
Throw up to 3 crows, button strength determines speed of the crows. Pretty slow and has a lot of recovery even with one crow; at point blank one crow is unsafe on hit, and 3 can be punished with a full close button string even. Even so, the 3 crows do a lot of damage, and will win most fireball battles. |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | no | 17 | - | - | - | - |
Karasu pauses in the air and throws his sword at a 45 degree angle. Bounces off opponents and the wall. The EX version pierces and deals multiple hits, but only does more damage on 5 hits. Your jump trajectory resumes as it was after the throw but you can't act so tk-ing isn't advisable. |
Version | Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|---|
Light | - | - | - | mid | no | 16 | - | - | - | - |
Heavy | - | - | - | mid | no | 25 | - | - | - | - |
EX | - | - | - | mid | no | 31 | - | - | - | - |
Karasu dashes forward and unleashes a huge vertical swing. Doesn't reach as far forwards as it looks but hits really far behind, making it great for deep jump-ins and crossup attempts. L barely moves you forward, H moves about a character length and EX moves a little under forward jump distance. EX is so slow that it's not really worth using. |
Version | Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|---|
Light | - | - | - | mid | no | 14 | - | - | - | - |
Heavy | - | - | - | mid | no | 19 | - | - | - | - |
EX | - | - | - | mid | no | 23 | - | - | - | - |
Trades the vertical hitbox for horizontal range and distance, with the EX version reaching 3/4s of a screen length. Can be made safer and even plus when hit meaty. On hit you can juggle with f.5A for a flipout/oki setup or with 5B+C for a midscreen knockdown or a juggle combo in the corner. You'll want to use this a lot |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | no | 14 | - | - | - | - |
A series of rapid stabs. L=6 hits, H and EX=12 hits. The heavy version misses the last hit against most characters, even at point blank. Risky to end a combo with it since it's always minus or even punishable, but it's good damage and great meter gain |
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | high | no | 14 | - | - | - | - |
- | - | - | low | no | 14 | - | - | - | - |
Final big stab 50/50 ender that knocks down. Either can be interrupted or jumped out of during the startup so make sure you can keep them blocking. |
Spirit Gauge
Power Move
Version | Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|---|
Level 0 | - | - | - | mid | no | 22 | - | - | - | - |
Level 1 | - | - | - | mid | no | 22 | - | - | - | - |
Level 2 | - | - | - | mid | no | 22 | - | - | - | - |
Level 3 | - | - | - | mid | no | 22 | - | - | - | - |
Karasu folds his arms and is surrounded by an electrical field. this destroys projectiles and reduces karasu's hurtbox fairly significantly, though it can still be contested. Loses pretty hard to jumpins, so try throwing this into your pressure to catch them pressing buttons up close. levels 0 and 1 aren't really worth going for but 2 and 3 put them in juggle state and lead to big damage. |
Combo Super
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | no | 15 | - | - | - | - |
Summons a sword that rushes the opponent by itself with a big finishing uppercut. Can be done even when you've been disarmed. This barely does more damage than meterless combos from some starters but does at least give you a knockdown. This can whiff on crouchers so watch out. |
Desperation Move
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | mid | no | 24 | - | - | - | - |
Fires a Big Crow. Too slow to be combo into but it's a good augment to your zoning, as the slow startup can easily catch a far jump-in if they're expecting a regular crow |
Finisher
Damage | Meter | Stun | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
- | - | - | high | no | 70(...) | - | - | - | - |
Sends Karasu's sword into the ground as a shadow, which creates a screen-height pillar of crows when you release the buttons. Afterwards the sword turns to stone and can't be picked up for about 15 ingame seconds. SOMEHOW this hits overhead! VERY slow but VERY high damage and you can even juggle with a jump attack after it hits for a reset. |
Combos
Weapon Combos
Weapon Chain Attacks -------------------- Punch Starter ````````````` LP close (*)--> HP -----> HP ----> HP (*) -----> HP (E) | f + LP (O, E) | | -> f + HP -----> HK (*) ----> HP (*) -----> f + HP (SE) LK | b + HP (E) f + LP (O, E) HP (E) | f + LP (O, E) HK (E) | | --> LK+HP (U) ----> HP (*) -----> f + HP (SE) | | f + LP (O, E) HP (E) | | HK (E) | | | | | --> LK+HP (W)-----> f + HP (SE) | HP (E) | | --> LP ----> HP (*) -----> f + HP (SE) | f + LP (O, E) HP (E) | HK (E) | | --> LK+HP (U)-----> f + HP (SE) HP (E) Kick Starter ```````````` LK close (_)--> HP -----> HP ----> HP (*) -----> HP (E) | f + LP (O, E) | | -> f + HP -----> HK (*) ----> HP (*) -----> f + HP (SE) | LK | b + HP (E) f + LP (O, E) HP (E) | | f + LP (O, E) HK (E) | | | | | --> LK+HP (U) ----> HP (*) -----> f + HP (SE) | | | f + LP (O, E) HP (E) | | | HK (E) | | | | | | | | --> LK+HP (W)-----> f + HP (SE) | | HP (E) | | | | | --> LP ----> HP (*) -----> f + HP (SE) | | f + LP (O, E) HP (E) | | HK (E) | | | | | --> LK+HP (U)-----> f + HP (SE) | HP (E) | | -> LK+HP (U) -----> HK (*) ----> HP (E) | b + HP (E) | f + LP (O, E) | | --> LK+HP (W) ----> HP (*) -----> f + HP (SE) | | f + LP (O, E) HP (E) | | HK (E) | | | | | --> LK+HP (U)-----> f + HP (SE) | HP (E) | | --> LP ----> HP (*) -----> f + HP (SE) | f + LP (O, E) HP (E) | HK (E) | | --> LK+HP (W)-----> f + HP (SE) HP (E)
Unarmed Combos
Chain Attacks ------------- Punch Starter ````````````` LP close ---> HK (*) -----> HP ----> HP (E) | | -> HP -----> HK (*) ----> HP (E) LK | f + LP (O, E) | b + HP (E) | | --> LP ----> HP (*) -----> f + HP (SE) | | f + LP (O, E) HP (E) | | HK (E) | | | | | --> LK+HP (W)-----> f + HP (SE) | HP (E) | | --> LK+HP (W) ----> HP (*) -----> f + HP (SE) | f + LP (O, E) HP (E) | HK (E) | | --> LK+HP (U)-----> f + HP (SE) HP (E) Kick Starter ```````````` LK close (_)--> HK (*) -----> HP ----> HP (E) | | -> HP -----> HK (*) ----> f + LP (O, E) | LK | HP (E) | | b + HP (E) | | | | | --> LP ----> HP (*) -----> f + HP (SE) | | | f + LP (O, E) HP (E) | | | HK (E) | | | | | | | | --> LK+HP (W)-----> f + HP (SE) | | HP (E) | | | | | --> LK+HP (W) ----> HP (*) -----> f + HP (SE) | | f + LP (O, E) HP (E) | | HK (E) | | | | | --> LK+HP (U)-----> f + HP (SE) | HP (E) | | -> LK+HP (W) -----> HK (*) ----> HP (*) -----> f + HP (SE) | b + HP (E) f + LP (O, E) HP (E) | f + LP (O, E) HK (E) | | --> LK+HP (U) ----> HP (*) -----> f + HP (SE) | | f + LP (O, E) HP (E) | | HK (E) | | | | | --> LK+HP (W)-----> f + HP (SE) | HP (E) | | --> LP ----> HP (*) -----> f + HP (SE) | f + LP (O, E) HP (E) | HK (E) | | --> LK+HP (U)-----> f + HP (SE) HP (E)
Page Progress: - Damage and advantage values to add, rework string notation?