Ninja Masters/Karasu

From SuperCombo Wiki
Nm karasu select.png

Introduction

Unarmed Weapon
Karasu-sprite1.gif Karasu-sprite2.gif

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

Kof.lp.png
Armed
Ninjamas KarF5A1.png
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.

Kof.lp.png
Unarmed
Ninjamas KarF5A2.png
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.


Kof.lk.png
Armed
Ninjamas KarF5B1.png
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

Kof.lk.png
Unarmed
Ninjamas KarF5B2.png
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.


Kof.sp.png
Ninjamas KarF5C.png
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


Kof.sk.png
Ninjamas KarF5D.png
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

Kof.lp.png
Armed
Ninjamas KarCl5A1.png
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.

Kof.lp.png
Unarmed
Ninjamas KarCl5A2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - mid SP,CH 6 - - - -

Same as the armed version but stubbier.


Kof.lk.png
Armed
Ninjamas KarCl5B1.png
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.

Kof.lk.png
Unarmed
Ninjamas KarCl5B2.png
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.


Kof.sp.png
Ninjamas KarCl5C.png
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.


Kof.sk.png
Ninjamas KarCl5D.png
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

D.png Kof.lp.png
Armed
Ninjamas Kar2A1.png
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.

D.png Kof.lp.png
Unarmed
Ninjamas Kar2A2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - mid no 5 - - - -

Karasu's fastest button. very tight link into c5C


D.png Kof.lk.png
Armed
Ninjamas Kar2B1.png
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

D.png Kof.lk.png
Unarmed
Ninjamas Kar2B2.png
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


D.png Kof.sp.png
Ninjamas Kar2C.png
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.


D.png Kof.sk.png
Ninjamas Kar2D.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - low SP 10 - - - -

Standard sweep. Surprisingly safe.

Jumping

Kof.lp.png
Armed
Ninjamas KarjA1.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - high no 7 - - - -

Long ranged, pretty good angle.

Kof.lp.png
Unarmed
Ninjamas KarjA2.png
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.


Kof.lk.png
Armed
Ninjamas KarjB1.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - high no 9 - - - -

Solid air-to-air and a crossup to boot.

Kof.lk.png
Unarmed
Ninjamas KarjB2.png
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.


Kof.sp.png
Ninjamas KarjC.png
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.


Kof.sk.png
Ninjamas KarjD.png
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

Arc Swipe
Armed
(far) F.png+Kof.lp.png
Ninjamas Kar6A-1.png
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

Low Beak
Unarmed
(far) F.png+Kof.lp.png
Ninjamas Kar6A-3.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - high no 13 - - - -

Command Overhead. Less range than the armed version but a little faster. This also comes out on close F.png+Kof.lp.png.


Waist Slice
Armed
(close) F.png+Kof.lp.png
Ninjamas Kar6A-2.png
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.


Double Slash
Armed
F.png+Kof.lk.png
Ninjamas Kar6B-1.png
Ninjamas Kar6B-2.png
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

Kof.lk.png + Kof.sp.png
Armed
Ninjamas Kar5B+C-1.png
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.

Kof.lk.png + Kof.sp.png
Unarmed
Ninjamas Kar5B+C-3.png
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.


D.png Kof.lk.png + Kof.sp.png
Armed
Ninjamas Kar2B+C-1.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
8/14 - - mid SP - - - - -

-

D.png + Kof.lk.png + Kof.sp.png
Unarmed
Ninjamas Kar2B+C-3.png
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.


Throw
Close
F.png Kof.lk.png
Ninjamas KarThrow-1.png
Ninjamas KarThrow-2.png
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

Crow Return
Disarmed
F.png + Kof.lk.png + Kof.sp.png
Ninjamas Kar6B+C-1.png
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.

Catch
Kof.lk.png + Kof.sp.png
Ninjamas Kar6B+C-2.png
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.


Command Grab
(close)
F.png,B.png,Db.png+Kof.lk.png
Ninjamas Kar641B-1.png
Tsumi (Armed)
Ninjamas Kar641B-2.png
Batsu (Unarmed)
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.


Yami Karasu
Qcf.png+P.png,

F.pngF.png+P.png,

F.pngF.png+P.png
Ninjamas Kar236P-1.png
-Shade
Ninjamas Kar236P-2.png
-Cruel
Ninjamas Kar236P-3.png
-Destruction
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.


Hane Yaiba
In Air
Qcf.png+P.png
Ninjamas Karj236P-1.png
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.


Karasu Yaiba
Armed
Dp.png+P.png
Ninjamas Kar623P-1.png
Ninjamas Kar623P-2.png
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.


Hayate Bane
Unarmed
Dp.png+P.png
Ninjamas Kar623P-3.png
Ninjamas Kar623P-4.png
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


Ridare Bane
Armed
Qcb.png+P.png
Ninjamas Kar214P-1.png
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

Ninjamas Kar214P-2.png
Kof.lp.png
Ninjamas Kar214P-3.png
Kof.lk.png
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

Kikyo Shoheki
F.png,Hcf.png+Kof.lp.png+Kof.sp.png
Ninjamas KarPOW-1.png
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

Kurui Yaiba
Chain Combo Ender
F.png + Kof.lk.png
Ninjamas KarCS-1.png
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

Onmyo Karasu
Hcb.png,F.png+Kof.lp.png+Kof.lk.png
Ninjamas KarDM-.png
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

Karasu Jigoku no Mai
B.png,Hcb.png+Kof.lp.png+Kof.lk.png(hold)
Ninjamas KarFin-1.png
Ninjamas KarFin-2.png
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: 60%.gif - Damage and advantage values to add, rework string notation?

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Goemon
Houoh
Kamui
Karasu
Kasumi
Natsume
Nobunaga
Raiga
Ranmaru
Sasuke
Tenho
Unzen