AquaPazza/Karulau: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
Line 77: Line 77:
* ..66A 5D 214B > 623B > walk > 2B 214B > 623B
* ..66A 5D 214B > 623B > walk > 2B 214B > 623B
* 5C > 4/6D > BC (can follow up near the corner)
* 5C > 4/6D > BC (can follow up near the corner)
* BC > 5D > 623C
* BC > 5D > 623C (can follow up near the corner)
* near corner 623X > walk > 2B 214B > 2141236+AB > 4/6D > 623A > 2B 214B > 623B
* near corner 623X > walk > 2B 214B > 2141236+AB > 4/6D > 623A > 2B 214B > 623B



Revision as of 00:44, 22 November 2013

Karulau
File:Charaset.png
Karulau's Move List

Introduction

Anime stuff

Partners

Satsuki
Neutral 6D can be very useful to help Karulau get in. Other players have a tendency to duck the gunfire rather than block it, allowing you a chance to land a raw 623X into massive damage. 6D can also be thrown out to keep chicken blocking opponents airborne long enough to move in for an air unblockable move.

Mizuki
A fantastic choice for beginners. Mizuki gives you easy and highly damaging combo extensions, and she comes out quickly as a passive assist to get you out of pressure. Her neutral utility is not that high, but it is nice that you can always potentially follow up on her attacks with 623X or 66A from full screen distance.

Octavia
6D is very effective at providing a safety net in case you find yourself in a bad spot after dropping a combo or blockstring. Octavia is not as useful for extending combos as other partners may be though.

Yuma
Very situational combo extender as player side has a major bearing on the startup for her assist attacks. A combo that works on the P1 side may simply not work on the P2 side. She does, however, allow for some big damage combos in certain situations.

Boss Ma-Ryan
5D trap can catch and allow dash > 623X attacks to hit from even full screen. 4/6D is mildly useful as a combo extender but, because of its steeper attack angle, it is not as universally useful as normal Ma-Ryan’s divekick. It does, however, ground bounce, allowing additional follow up attacks.

Ulthury
5D serves as a simple combo extender, keeping opponents suspended in the air allowing Karulau to wind up a stronger move. 5D can also serve to lock inattentive opponents down from range. You can attempt to utilize 4/6D by crossing up with a blocked 66C.

Camyu
Much like Ulthury, Camyu's 5D can relaunch opponents caught with 623X attacks or 214B juggles quite easily.

Strategy

This

Combos

Target Combos

  • 2A 2B(1) 2C
  • 2A 2B(1) 66A 236A/B (A in corner, B midscreen)
  • 2A 2B(1) 66A 214,1236+AB (especially damaging in high emotion)
  • 2A 2B(1) 66A 63214,6+BC
  • close: 2A 5A > etc
  • emotion high 2A > 2A > etc
  • counterhit j.C > 2B(2) 214,1236+AB
  • 623X > 2B(2) 214,1236+AB
  • anti air 2B(1-2) 214,1236+AB
  • 623X > walk > 5B > 214B 214214+AB (If timed correctly, super will do additional damage, especially in emotion high state. May not work in corner.)

Corner Combos

  • corner: BC > 2B(2) 214,1236+AB
  • corner: BC > 2B(2) 214B > 2B(1) 214,1236+AB
  • corner: emotion high or counterhit 623X > 623A > 2B(1) 214B > 2B(1) 214,1236+AB
  • corner: emotion high or counterhit 623X > 623A > 2B(1) 214B > 214214+AB

Emotion High / Counterhit

  • 623X > 623A > 2B(1) 214,1236+AB
  • 623X > 623A > 63214,6+BC
  • 623X > 214,12369+AB > walk 2B(2) 214,1236+AB
  • 5B/2B/5C > BC
  • emotion high and counterhit: 2C > 2B(2) 214,1236+AB (only use 2B when close)

OTGs

  • emotion high 4/6 throw > 236A
  • 214,1236+AB > 236A/B
  • air hit 214,1236+AB > 623A/B
  • 214,1236+AB > 214,1236+AB (only use if it will kill)
  • emotion high 4/6 throw > 214,1236+AB (only use if it will kill)

Assist Combos

Satsuki

  • 2A 2B 66A 5D 623A...

Mizuki

  • 2A 2B 5D 5C > 623B > walk > 2B 214B > 623B
  • ..66A 5D 214B > 623B > walk > 2B 214B > 623B
  • 5C > 4/6D > BC (can follow up near the corner)
  • BC > 5D > 623C (can follow up near the corner)
  • near corner 623X > walk > 2B 214B > 2141236+AB > 4/6D > 623A > 2B 214B > 623B

Ulthury / Camyu

  • 623X 2B 5D 2141236+AB 66B/C 236A (5B 214B if 66X wallbounces)

Serika

  • 2A 2B 6D 236A 66A...

Yuma (P1 facing right or P2 facing left only unless noted otherwise)

  • 2A 5A 5B 6D~
  • 623X 2B 2141236+AB 6D B+C (reliant upon Yuma wallbounce)
  • 623X 2B 5D 2141236+AB 214214+AB (impractical but looks cool- an additional 2141236+AB super will do much more damage)

Ma-Ryan

  • corner 623X > walk > 2B(2) 214B 4/6D > 623X > 2B(1) 214B > super

Boss Ma-Ryan

  • 2A 5A 5B 5D 66A 214B [Captured]... (you can land 5B 214B 214214+AB Critical Hit when the opponent jumps up out of the trap)

Move List

Normal Moves

5A

Quick, short range swipe. Not much of a poke because of it's range but it's slightly faster than 2A making it a little more reliable to combo into from crossup j.B. Only chains into specials and B-series normals.

5B

Long, one-handed horizontal sword strike. Good range and at max distance, you can still combo into a few of Karulau's specials and supers. Whiffs on crouching opponents if you aren't fairly close (whiffs completely on crouching Morgan, regardless of range).

5C

Vertical sword strike. Not as much range as her 5B but it has a much taller hitbox and will end in a hard knockdown on jumping opponents. Chains into B+C but only combos on counter hit.

2A

Crouching low kick. Chains into 5A or B attacks. Generally a better poke than 5A as it has more range and is only marginally slower on startup.

2B

Karulau's godlike anti-air. She swings her sword up far and high. Like most all normals, it is air unblockable so you know if you're going to catch your opponent with this attack. It also hits twice, giving you plenty of time to cancel into super if you chose to do so. The opponent will recover in the air almost immediately, however, so if you want to follow up with something, you'll need to chain into it. Only the first hit connects if the opponent is crouching.

2C

Very long range low sword swing. Karulau winds up and leans out with her sword, giving this attack deceptively long reach.

B+C

Effectively a standing 2C. The range is just as good and the damage as sufficient. Serves as a solid combo ender in situations where 5C is unable to reach.

JA

Basic jumping kick that is angled downward. The hitbox for this move is actually very small and has few active frames so it is relatively hard to hit grounded opponents with it (although it can cross up). It is special cancelable, however, so you can chain into j.623 on hit or block, although it won't naturally combo under normal circumstances- only on counter hit.

JB

A surprisingly good air-to-ground move. An under hand swing that can cross up very easily and allow you to continue comboing the opponent once you land. If you hit a jumping or otherwise airborne opponent with jB, they will recover almost immediately and cannot be hit further until they land.

JC

Overhead sword chop. Bonks the opponent on the head and slams them back into the ground for a hard knockdown if they are caught jumping.

4 or 6+C

Karulau grabs the opponent by the collar and slams them back on the ground where they belong. Can't normally follow up with anything unless you're in Emotion High.

Special Actions

Air Throw - 6+C [In air, when close to your opponent]
  • (Description) - Karulau is the only character in the game with an air to air grab. If you find yourself in the air with your opponent, this is your fastest option, provided you are within range.
Gouga 「轟牙」 [An attack button during a dash]
  • (Description) - Karulau will put her sword out in front of her while running and crashes into the opponent with it. While you can't cancel Karulau's dash into a normal or a grab because of this attack, special move inputs will take priority over Gouga.
  • (A version) - The only version of Gouga that can be special canceled. Very effective in basic ground combos from 5B (it is not a blockstring, however, so use something else to cancel 5B if they block it). You can use this as an easy confirm into Splash Art. Very unsafe on block so it's recommended to always cancel into an assist or follow up with Retsuha to move the opponent out of punish range.
  • (B version) - Longer startup, more damage, knocks the opponent back on their ass. Wallbounces near corner. Active for much longer than the A version and is therefore very useful for catching falling opponents.
  • (C version) - Nearly identical to the B version with the exception that it will cross through the opponent if blocked Still pretty unsafe but switching between B and C versions will keep your opponents on their toes a bit and can serve to minimize any punishes coming your way, especially with clever partner usage.

Special Moves

Retsuha 「裂破」 - 236+[Attack]
  • (Description) - Basically Gamma Wave. Karulau smashes her sword onto the ground ahead of her causing a shockwave to travel forth. If you mistakenly get her dp move instead of this while trying to call a 6D assist or something, you can input 2141236+X to clear input buffer of the forward input.
  • (A version) - Short range but fast enough startup that you can combo into it from several of Karulau's normals, including 66A.
  • (B version) - Medium range.
  • (C version) - Long range. Pushes opponent to nearly full screen.
Gekisai 「激砕」 - 623+[Attack]
  • (Description) - Karulau leaps into the air (if she isn't already airborne) and smashes her sword down to great effect, launching the opponent high into the air, allowing you to follow up with pretty much whatever you want. If you land this on your opponent, please do something- anything. Gekisai easily leads into some of Karulau's most devastating combos (up to 13K+ with 1 bar). All air versions are identical and will drop Karulau straight down from the point the move is executed. The move is air unblockable but the hitbox is fairly low to the ground by the time it becomes active. Still, it may be possible to land some resets this way. Gekisai hits OTG but it will not launch in that case. It is also worth noting that this move is neutral on block but fairly easy to anti-air or jump out of if you are predictable with it.
  • (A version) - Short range leap. Effective out to about the distance the characters' are spaced at for the start of each round. Unless you're in the corner, however, you'll want to be much closer to really capitalize off of the launch. This version will leap over crouching opponents if you are immediately next to them when you perform it.
  • (B version) - Greater range than the A version. Launches from about half screen but will easily clear even standing opponents if you are too close.
  • (C version) - Full screen Hail Mary. Perform this instantly after starting a run to make even Chizuru jealous.
My Hand Slipped 「手が滑りましたわ」 - 214+[Attack]
  • (Description) - A series of crafty moves involving Karulau's trusty sake jug.
  • (A version) - Karulau sidesteps the opponent's attacks to take a swig. Startup is nearly instant and the invulnerability lasts long enough to avoid pretty much any normal as well as many specials and supers. It also increases Karulau's emotion state slightly (it takes her 10 swigs to go from neutral to high) so feel free to taunt people with it from fullscreen if you'd like (No- unfortunately Manaka's books stay out far too long to avoid with just a sip). Note that this only dodges hits- you can still be grabbed out of it.
  • (B version) - Karulau offers her opponent a drink, boppong them on the head in the process. Despite the seemingly disingenuous nature of this entire series of moves, it's actually very important to learn to juggle airborne opponents with this attack as it will pop them back up into the air allowing more followups.
  • (C version) - A combination of the A and B versions: Karulau with first take a sip herself (dodging any attacks while she does so), then offer one to her drinking buddy. Good to try if you've obviously dropped your combo and want to make it look intentional.

Super Moves

Homura Reppa 「焔裂破」 - 2141236+AB [In air]
  • (Description) - Can be performed in the air or on the ground. Karulau slams her sword into the ground (not unlike Gekisai), sending a blast out diagonally away from her. It's best to not throw this one out randomly as it is blockable crouching, standing, and jumping.
Gouhajin 「剛覇刃」 - 214214+AB
  • (Description) - Karulau swings for the bleachers with a long, horizontal sword strike. Air unblockable. Full body guard point on startup. There are actually three versions of this super, varying from almost pathetic to outright devastating.

- Level 1 (Normal Hit) - The basic version is what you get if you perform this super raw. It does a meek 2000 damage and blows the opponent back for a hard knockdown / wallbounce (but at least it has guard point, right?).

- Level 2 (Clean Hit) - The second version only shows up by landing a "Clean Hit" on your opponent by catching them at a particular point in the air, most reliably from a 214B juggle. This version does 5000 damage (before scaling). Aside from the obvious damage boost, this version is clearly identified by the large slash of light across the screen as well and a "Clean Hit" indicator popping in on the side. The timing to land the Clean Hit is more relaxed during Emotion High state but, if you're emotions are high, you can do even better-

- Level 3 (Critical Hit) - The third and final version will only occur during Emotion High state. The requirements are similar to above- you hit the opponent from a juggle state at a particular point in their fall. If it lands properly, you will see a "Critical Hit" indicator pop up as well as an even larger slash of light. You will also see 8000 damage before proration adjustment. If you find yourself in both Low Health and Emotion High state, you get a total 35% damage boost. That's 10,800 effective base damage from a 1-bar super.

Splash Arts

Resshin Bakuenka 「裂震爆焔渦」 - 632146+BC
  • (Description) - Karulau performs a move similar to the A version of Gekisai (retaining the overhead properties), plunging her sword into the surface of the Earth, unleashing a vortex of magma up into your opponent. You can catch falling opponents with this but the timing is very tight- the hitbox doesn't become active until her sword hits the ground and is therefore very low and flat. It also does not hit OTG so you'll need to catch them before they actually land. The good news is that comboing into this from a B normal or the A version of Gouga is actually quite easy.

Colors

Template:APColors

AquaPazza
General

ControlsFAQGlossaryHUDLinksTrophiesSystem

Characters

ArawnChizuruHakuowloKarulauKonomiManakaMorganMultiOboroRiannonSasaraTamakiTouka

Partners

CamyuLlyrMa-ryanMizukiOctaviaRathtyRinaSatsukiSerikaUlthuryYuYumaYukiMa-ryan (BOSS)