Tatsunoko vs Capcom: Ultimate All Stars/Karas

From SuperCombo Wiki

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 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 Soft Knockdown 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
  • 236X causes a wall kick where Karas will put the opponent on the ground, follow up with 2B if you do this
  • 214A will pull them close to karas along the ground
  • 214B will toss them high in the air and send them crashing down recommended for giants
  • 214C will throw them against the wall behind karas for easy pickups

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

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Capcom Characters
Alex
Batsu Ichimonji
Chun-Li
Frank West
Kaijin No Soki
Megaman Volnutt
Morrigan Aensland
Roll
Ryu
Saki Omokane
Viewtiful Joe
Zero
Tatsunoko Characters
Casshan
Doronjo
Ippatsuman
Joe the Condor
Jun the Swan
Karas
Ken the Eagle
Polimar
Tekkaman
Tekkaman Blade
Yatterman-1
Yatterman-2
Giants
Gold Lightan
PTX-40A