JoJo's Bizarre Adventure: All-Star Battle R/Kars: Difference between revisions
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|description= | |description= Kars does an approaching bone blade slash that crosses up depending on the version used. A second hit is added in Mode 1, and a third hit is added in Mode 2. | ||
*Light and medium stay same-side, whereas heavy crosses you up to the other side of the opponent. | |||
* | |||
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* | *Light and medium stay same-side, whereas heavy crosses you up to the other side of the opponent. | ||
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* | *Crosses up. | ||
* | *Light and medium are occasionally true blockstrings out of a normal depending on spacing, but 236H is never true regardless of spacing, so remember to use it with an assist if you want to use it in a blockstring. | ||
*Kars' main juggle tool. | |||
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|description= | |description= Kars does a flurry of blade strikes. A second hit is added in Mode 1, and a third hit is added in Mode 2. | ||
*Bad. Minus on block, can't combo into it or from it very easily, and has terrible damage. The only reason you'd ever use this move is accidentally. | |||
* | |||
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* | *Bad. Minus on block, can't combo into it or from it very easily, and has terrible damage. The only reason you'd ever use this move is accidentally. | ||
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* | *Bad. Minus on block, can't combo into it or from it very easily, and has terrible damage. The only reason you'd ever use this move is accidentally. | ||
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|description= | |description= Kars does a strong mule kick against the back wall. | ||
* | *Light/medium are mostly not that important, as they do less damage and their only benefit is starting up faster | ||
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* | *Light/medium are mostly not that important, as they do less damage and their only benefit is starting up faster | ||
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* | *Kars' main combo ender. Causes hard knockdown and can launch the opponent across the screen if done facing away from a wall, giving you the only true setup into GHA. | ||
* | *High guard gauge damage, and doing a flash cancel or assist call after the initial blocked hit gives you more than enough plus frames to force more mixups or place pressure on your opponent's guard gauge. Feel free to burn leftover meter on a 214H mixup from time to time to keep yourself safe. | ||
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|description= | |description= Kars does a small animation and then teleports to a specific location based on your input. The light version is an overhead that appears directly above your opponent's current position. A second hit is added in Mode 1, and a third hit is added in Mode 2. | ||
* | *Ground bounces on hit, letting you get a full combo from it. | ||
* | *Kinda risky. It's really minus on whiff and block, and it whiffs more often than it hits, so it's really only useful if someone doesn't know the matchup or you're insanely deep in their head | ||
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|description= | |description= Kars does a small animation and then teleports to a specific location based on your input. The medium version is a same-side low that launches. A second hit is added in Mode 1, and a third hit is added in Mode 2. | ||
*Also pretty minus and risky, plus you can't combo off of this one. Only teleport version that beats running straight ahead (though all three teleports can be OS'd by running forward and doing a dash jump as late as possible) | |||
* | |||
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|description= | |description= Kars does a small animation and then teleports to a specific location based on your input. The heavy version teleports you directly behind the opponent, with no initial hitbox. | ||
* | *Very powerful anti-zoning tool, as it can invalidate a lot of keepaway play if done at the right time. | ||
* | *Actionable almost immediately after the teleport animation ends, giving you a hit/throw mixup or even a guaranteed whiff punish. | ||
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Revision as of 12:43, 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) |
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Mode | 850 | Rumble | #ASBR_KAR #ASBR_KAS |
Move List
Normal Form
Ultimate Life Form
Normal Form
Normal Moves
5L
5L
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5M
5M
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5H
5H
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2L
2L
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2M
2M
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2H
2H
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3H
3H
Sabers from my feet! |
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JL
j.L
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JM
j.M FUCK this move FUCK this move
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JH
j.H
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Special Moves
236X
Cruel and beautiful violence!
236L/M/H |
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623X
Behold, frozen brilliance!
623L/M/H |
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214X
Shatter against the wall!
214L/M/H |
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22X
Victory is everything!
22L/M/H |
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Ultimate Life Form
Normal Moves
Stand 5L
5L
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Stand 5M
5M
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Stand 5H
5H
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Stand 2L
2L
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Stand 2M
2M
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Stand 2H
2H
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ULF 3H
6H
Brilliant Bone Blades |
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ULF JL
j.L
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ULF JM
j.M
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ULF JH
j.H
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Special Moves
ULF 214X
The power of supreme genes!
214L/M/H |
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ULF 236X
Feast your eyes on my Hamon!
236L/M/H |
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ULF 623X
This cannot be!
623L/M/H |
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System Mechanics
Throw
Normal Throw
I'll slice you in two! 5/4 + Any Two Attack Buttons |
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ULF Throw
ULF Throw
You IDIOT! 5/4 + Any Two Attack Buttons |
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Assist
Assist
Assist Name |
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Light Mode
Light Mode On/Off 5S Light Mode On Light Mode On Light Mode Off Light Mode Off
|
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Brilliant Bone Blades
Brilliant Bone Blades
22S |
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Predator Wings
Predator Wings
1/2/3>7/8/9 |
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Aerial Dash
Aerial Dash
j.66 |
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Heart Heat Attack
Brilliant Bone Blades
236 + Any Two Attack Buttons |
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Great Heat Attack
Kars, the Ultimate Thing, is born!
236L+M+H |
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