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
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5 | 2 | 20 | - | 480 | Low | Crouch kick |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
9 | 2 | 25 | - | 920 | - | Sword swipe, decent range |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
10 | 2 | 27 | - | 920 | Low | Sword swipe, good range |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
11 | 10 | 26 | - | 2028 | - | Two sword swipes, good normal |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
12 | 8 | 32 | - | 2060 | Low/Hard Knockdown | Quick 1/4th screen slide, leads to kasha loops |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
25 | - | - | - | 3000 | Hard Knockdown | Karas poses then teleports to swing his sword, leads to hard knockdown. Massively unsafe without baroque. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
65 | - | - | - | 3700 | Crumple/Hard Knockdown | Karas poses then teleports to swing his sword, except this time it's unblockable. 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 |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
13 | 2 | 32 | - | 1840 | Launcher | Pushes Karas forward a little bit, good for crossunders, otherwise it's a launcher. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
4 | 10 | 38 | - | 640 | Overhead | Fast and active |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
8 | 4 | 45 | - | 940 | Overhead | Good hitbox, solid for air control |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
10 | 3 | 44 | - | 2480 | Overhead | Fast for a j.C but the hitbox is...not great, use in combos |
Universal Mechanics
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR starter | 11 | - | - | - | 3200 | - | j.C animation |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Crossover Combination | 26 | 6 | 21 | - | 2400 | Invulnerable until Karas lands | Narukami animation |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Forward Throw | - | - | - | - | 4174 | Throw | Can link into Level 3 |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Back Throw | - | - | - | - | 4800 | Throw | Can link into Level 3, but be quick |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Air Forward Throw | - | - | - | - | 5600 | Throw | Use as reversal |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Air Back Throw | - | - | - | - | 5600 | Throw | Use as reversal |
Special Moves
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
9/10/15 | - | - | - | 2020 | Stagger | Karas dashes forward, on ground it causes stagger. 2C -> A Kasha can be looped to carry to wall. loops into Yoinagi |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
7 | - | - | - | 1140 | Soft Knockdown | Follow-up to Kasha, This basically exists to rekka into Yasagurama or Yato. It's also a very finicky move that tends to drop, be sure to practice this link a lot when doing kasha loops. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
26 | - | - | - | 3000 | Wall Bounce/Overhead | Karas flips over and bonks you on the head. Causes wall bounce, good for combos and some mixups |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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 |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
8 | - | - | - | 2300/2907/3679 | - | Shoryuken, but the hitbox on this is insane. Moves Karas forward a tiny bit; you can do some ugly crossunders |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
|
19 | - | - | - | 800 (4429 with wall kick) | Hitgrab | Karas nails the opponent with a chain; at this point, he can perform some follow-ups
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Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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 |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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 |
The Basics
Advanced Strategy
Match-Ups
Notable Players
Notable Players
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Supra | ![]() Karas |
![]() Saki |
Youtube |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Muggshotter | ![]() Karas |
![]() Joe the Condor |
Youtube |