JoJo's Bizarre Adventure: All-Star Battle R/Kars: Difference between revisions
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{{ASBR Character Intro|char=Kars|short=kar|content= | {{ASBR Character Intro|char=Kars|short=kar|content= | ||
==Introduction== | ==Introduction== | ||
The central antagonist of Battle Tendency, the second part of JoJo's Bizarre Adventure, Kars is the leader of the Pillar Men, a group of superhuman vampire hybrids that seek to acquire the Red Stone of Aja so that Kars can be transformed into the most powerful being on the planet. As the leader of the Pillar Men, Kars is cunning and deceitful, always looking to gain an upper hand over his opponent at any cost. | |||
*'''Installs''': | Kars in ASBR is a close-ranged rushdown character that can bully his way into his preferred range with his incredible aerial buttons, large and good-scaling grounded normals, and a variety of movement-based special moves that influence the different ways he can approach the opponent. His Light Mode installs add additional hits to his blade-related normals and special moves, increasing the pushback and hit confirm potential on them as well as giving him an easy cancel option to continue his mixups. He has relatively high damage, being able to convert into 30-40% off of even the smallest stray hits, and his vortex potential after a hard knockdown makes him one of the most threatening characters in the game to defend against. | ||
*'''Ultimate Life Form''': | |||
For the cost of two bars and a setup, however, Kars can shed his base form to become the Ultimate Thing, an install super that dramatically changes his playstyle into a hybrid zoner-setplay monster who can pressure with a multitude of safe buttons and projectiles, as well as one of the best zoning tools in the game in 214X. The drastic variations in gameplay between base form and Ultimate means that Kars can tweak his play depending on the matchup and his opponent, and choose to play in a variety of archetypes to find the one that irritates the other player the most. | |||
Kars isn't all strengths, though; his wakeup is very weak in both forms, especially in Ultimate when he loses access to his wakeup HHA, a large and fast-starting hitbox that can be used as an anti-air callout at some ranges. Kars is extremely momentum focused, and understanding exactly how to keep his mixups going is the key to winning games with him. | |||
*'''Installs''': Kars has two main installs, both of which are accessible from his base form. The Style button that would usually summon a stand or charge meter for a Stand or Hamon character activates Mode for Kars, which changes the properties on his blade-related normals and special moves. For more information, read the ''Light Mode & Brilliant Bone Blades'' section of the wiki page. | |||
*'''Ultimate Life Form''': Ultimate Life Form is Kars' third install, and acts as his GHA function. For two bars, Kars dons the Stone Mask with the Red Stone of Aja inserted into it, going through a slow and entirely vulnerable animation of transforming (similar to Giorno Giovanna). When the transformation is complete, Kars does a small cinematic cutscene before the install is finished, which you can then freely input afterwards. Ultimate Kars has a multitude of changes to his original moveset, as all of his original special moves have been replaced with new tools. For more information, read the ''Ultimate Life Form'' wiki movelist. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = [[file:JJASBR_Kars_Small_Icon.png|50px]] '''Kars''' is a | | intro = [[file:JJASBR_Kars_Small_Icon.png|50px]] '''Kars''' is a hybrid character who utilizes his long-reaching normals and high damage to pressure the opponent into making bad decisions. | ||
| pros = | | pros = | ||
* ''' | * '''Ease of execution:''' In both base form and Ultimate, Kars' combos are generally quite simple for the amount of damage they output, and his optimal loops are not much more difficult. | ||
* ''' | * '''Strong mixups:''' Kars is amazing at getting hits and converting those into hard knockdowns that he can thrive off of, pressuring with a series of high-lows and janky left-right camera mixups with the threat of taking a third of your health bar on any one blocking mistake. | ||
* ''' | * '''Flexibility in playstyle:''' Between his two main forms and the multitude of special moves he gets in both, Kars can play multiple kinds of archetypes of his own choice, and even switch between them freely; from a mixup-heavy rushdown beast to a keepaway zoner and everything in between. | ||
|cons = | |cons = | ||
* ''' | * '''Low health:''' Kars has 850 HP, one of the lowest values in the game, and due to the high damage of some of the strongest characters in ASBR, he can quite easily get two-touched or even TOD'd with the right resources and routes. | ||
* ''' | * '''Volatile wakeup game:''' If Kars loses the advantage, he can have quite the difficult time gaining it again, especially if his Stylish Guard attempts get repeatedly baited. He has no true invincible wakeup options in Ultimate Life Form, and combined with his low health, playing in ULF can very quickly spiral out of your control if up against another character with strong safejumps. | ||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
===Light Mode & Brilliant Bone Blades (Install)=== | ===Light Mode & Brilliant Bone Blades (Install)=== | ||
Kars has two main installs, both of which are accessible from his base form. The Style button that would usually summon a stand or charge meter for a Stand or Hamon character activates Mode for Kars, of which he has two variations. Mode 1 is activated by pressing the style button, and costs no meter. This Mode adds an additional hit to each of Kars' blade-related moves (5H, 3H, j.H, 236X, 623X, 22L/M), and shortens the arc of his jump. | |||
Mode 2 is activated by pressing 22S, and costs one bar. This Mode adds a third hit to each of Kars' blade-related moves, as well as making his jump arc even shorter and making some of his blade moves start up and end much sooner. | |||
The tradeoff for using Mode is that while in either install, you are unable to build any meter until you either turn off Mode (by pressing Style again, only in Mode 1), use an HHA or GHA, or are forcefully knocked out of the install by taking a hard knockdown. This means that Mode is a very strong tool to use to close out games, throwing your opponent's reactions out of wack at the very end by implementing a much shorter jump for your mixups to open them up easier. | |||
===Stats=== | ===Stats=== | ||
{{CharacterData-ASBR | {{CharacterData-ASBR | ||
| style = | | style = Mode | ||
| health = | | health = 850 | ||
| lowhealth = Rumble | | lowhealth = Rumble | ||
| hashtag = [https://twitter.com/hashtag/ASBR_KAR?src=hashtag_click #ASBR_KAR]<br/>[https://twitter.com/hashtag/ASBR_KAS?src=hashtag_click #ASBR_KAS] | | hashtag = [https://twitter.com/hashtag/ASBR_KAR?src=hashtag_click #ASBR_KAR]<br/>[https://twitter.com/hashtag/ASBR_KAS?src=hashtag_click #ASBR_KAS] | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= Kars does a short jab with the tip of his elbow. | ||
* | *Stubby, not your best starter or neutral tool. Pretty much always gonna wanna use 2L or 5M in neutral exchanges. | ||
}} | }} | ||
}} | }} | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= Kars stands on one foot and attacks with a leg strike from behind his back. | ||
* | *Big range and quick startup. Amazing in neutral as it can stuff a lot of approaches and gives you medium scaling. | ||
}} | }} | ||
}} | }} | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= Kars quickly juts out forward with a bone blade extending from his arm. A second hit is added in Mode 1, and a third hit is added in Mode 2. | ||
* | *Unreasonably fast, which means it can also be used as a solid poke at a close range. | ||
* | *Combos into 3H if used as an anti-air, giving you a full combo. | ||
}} | }} | ||
}} | }} | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= Kars attacks with a short poke of his fingers to the opponent's lower half. | ||
* | *Kars' best low, has fast startup and short recovery meaning it can be chained 3-5 times in a blockstring before needing to cancel into another normal. | ||
}} | }} | ||
}} | }} | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= Kars does a short roundhouse sweep with his leg. | ||
* | *Stubby range, can occasionally poke out some moves that lose to crouchers. | ||
}} | }} | ||
}} | }} | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= Kars does an approaching slide, kicking his legs into the air. | ||
* | *Mainly combo filler for his 236H loops, as he has better lows and better neutral buttons that don't leave you so exposed. | ||
}} | }} | ||
}} | }} | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= A bone blade emerges from the underside of Kars' feet. A second hit is added in Mode 1, and a third hit is added in Mode 2. | ||
* | *Launches, leads into his main air juggles and loops. The main tool you'll be using for extending combos. | ||
* | *Gives relative safety if canceled into on block, though how safe you are depends on the character matchup, so end in something safer if you feel like they have a punish. Extremely safe in modes 1/2. | ||
*Air crushes if done to an aerial opponent, giving you a free combo on anti-airs. | |||
}} | }} | ||
}} | }} | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= A fist strike from the air. | ||
* | *Superceded by Kars' two other amazing air normals, though it can occasionally be useful for fakeout overheads to try and catch a Stylish Guard. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_Jump_M.png | |image=JJASBR_Kars_Jump_M.png | ||
|caption= | |caption= FUCK this move | ||
|name=j.M | |name=j.M | ||
|subtitle= | |subtitle= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= Kars extends his leg to strike with an overhead attack. | ||
* | *Extremely deceptive hitboxes on the front and back of the animation. Amazing for crossups. | ||
* | *Has a very high amount of active frames, making it perfect for meaty setups | ||
*Dash jump j.M is one of the most oppressive approaching tools in the game, use it whenever possible | |||
}} | }} | ||
}} | }} | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= A bone-blade strike with the edge of Kars' arm. A second hit is added in Mode 1, and a third hit is added in Mode 2. | ||
* | *Another great hitbox, better for crossing up than intercepting approaches. | ||
* | *All of the extra hits in modes 1/2 are overheads, so feel free to abuse it for free double/triple overheads into low pressure. | ||
}} | }} | ||
}} | }} |
Revision as of 12:12, 2 October 2022
Introduction
The central antagonist of Battle Tendency, the second part of JoJo's Bizarre Adventure, Kars is the leader of the Pillar Men, a group of superhuman vampire hybrids that seek to acquire the Red Stone of Aja so that Kars can be transformed into the most powerful being on the planet. As the leader of the Pillar Men, Kars is cunning and deceitful, always looking to gain an upper hand over his opponent at any cost.
Kars in ASBR is a close-ranged rushdown character that can bully his way into his preferred range with his incredible aerial buttons, large and good-scaling grounded normals, and a variety of movement-based special moves that influence the different ways he can approach the opponent. His Light Mode installs add additional hits to his blade-related normals and special moves, increasing the pushback and hit confirm potential on them as well as giving him an easy cancel option to continue his mixups. He has relatively high damage, being able to convert into 30-40% off of even the smallest stray hits, and his vortex potential after a hard knockdown makes him one of the most threatening characters in the game to defend against.
For the cost of two bars and a setup, however, Kars can shed his base form to become the Ultimate Thing, an install super that dramatically changes his playstyle into a hybrid zoner-setplay monster who can pressure with a multitude of safe buttons and projectiles, as well as one of the best zoning tools in the game in 214X. The drastic variations in gameplay between base form and Ultimate means that Kars can tweak his play depending on the matchup and his opponent, and choose to play in a variety of archetypes to find the one that irritates the other player the most.
Kars isn't all strengths, though; his wakeup is very weak in both forms, especially in Ultimate when he loses access to his wakeup HHA, a large and fast-starting hitbox that can be used as an anti-air callout at some ranges. Kars is extremely momentum focused, and understanding exactly how to keep his mixups going is the key to winning games with him.
- Installs: Kars has two main installs, both of which are accessible from his base form. The Style button that would usually summon a stand or charge meter for a Stand or Hamon character activates Mode for Kars, which changes the properties on his blade-related normals and special moves. For more information, read the Light Mode & Brilliant Bone Blades section of the wiki page.
- Ultimate Life Form: Ultimate Life Form is Kars' third install, and acts as his GHA function. For two bars, Kars dons the Stone Mask with the Red Stone of Aja inserted into it, going through a slow and entirely vulnerable animation of transforming (similar to Giorno Giovanna). When the transformation is complete, Kars does a small cinematic cutscene before the install is finished, which you can then freely input afterwards. Ultimate Kars has a multitude of changes to his original moveset, as all of his original special moves have been replaced with new tools. For more information, read the Ultimate Life Form wiki movelist.
Light Mode & Brilliant Bone Blades (Install)
Kars has two main installs, both of which are accessible from his base form. The Style button that would usually summon a stand or charge meter for a Stand or Hamon character activates Mode for Kars, of which he has two variations. Mode 1 is activated by pressing the style button, and costs no meter. This Mode adds an additional hit to each of Kars' blade-related moves (5H, 3H, j.H, 236X, 623X, 22L/M), and shortens the arc of his jump. Mode 2 is activated by pressing 22S, and costs one bar. This Mode adds a third hit to each of Kars' blade-related moves, as well as making his jump arc even shorter and making some of his blade moves start up and end much sooner. The tradeoff for using Mode is that while in either install, you are unable to build any meter until you either turn off Mode (by pressing Style again, only in Mode 1), use an HHA or GHA, or are forcefully knocked out of the install by taking a hard knockdown. This means that Mode is a very strong tool to use to close out games, throwing your opponent's reactions out of wack at the very end by implementing a much shorter jump for your mixups to open them up easier.
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Mode | 850 | Rumble | #ASBR_KAR #ASBR_KAS |
Move List
Normal Form
Ultimate Life Form
Normal Form
Normal Moves
5L
5L
|
---|
5M
5M
|
---|
5H
5H
|
---|
2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
3H
3H
Sabers from my feet! |
---|
JL
j.L
|
---|
JM
j.M FUCK this move FUCK this move
|
---|
JH
j.H
|
---|
Special Moves
236X
Cruel and beautiful violence!
236L/M/H |
---|
623X
Behold, frozen brilliance!
623L/M/H |
---|
214X
Shatter against the wall!
214L/M/H |
---|
22X
Victory is everything!
22L/M/H |
---|
Ultimate Life Form
Normal Moves
Stand 5L
5L
|
---|
Stand 5M
5M
|
---|
Stand 5H
5H
|
---|
Stand 2L
2L
|
---|
Stand 2M
2M
|
---|
Stand 2H
2H
|
---|
ULF 3H
6H
Brilliant Bone Blades |
---|
ULF JL
j.L
|
---|
ULF JM
j.M
|
---|
ULF JH
j.H
|
---|
Special Moves
ULF 214X
The power of supreme genes!
214L/M/H |
---|
ULF 236X
Feast your eyes on my Hamon!
236L/M/H |
---|
ULF 623X
This cannot be!
623L/M/H |
---|
System Mechanics
Throw
Normal Throw
I'll slice you in two! 5/4 + Any Two Attack Buttons |
---|
ULF Throw
ULF Throw
You IDIOT! 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
Assist Name |
---|
Light Mode
Light Mode On/Off 5S Light Mode On Light Mode On Light Mode Off Light Mode Off
|
---|
Brilliant Bone Blades
Brilliant Bone Blades
22S |
---|
Predator Wings
Predator Wings
1/2/3>7/8/9 |
---|
Aerial Dash
Aerial Dash
j.66 |
---|
Heart Heat Attack
Brilliant Bone Blades
236 + Any Two Attack Buttons |
---|
Great Heat Attack
Kars, the Ultimate Thing, is born!
236L+M+H |
---|