JoJo's Bizarre Adventure: All-Star Battle R/Kars: Difference between revisions
(special moves for kars) |
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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. | 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 | 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 Modes 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 | For the cost of two bars and a setup, however, Kars can shed his base form to become the Ultimate Life Form, 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. | 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. | ||
*''' | *'''Modes''': Kars has two main installs, both of which are accessible from his base form. The Style button that would usually summon a Stand (for a Stand character) or charge meter (for a 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. | *'''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 [[JoJo's Bizarre Adventure: All-Star Battle R/Giorno Giovanna|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 | ||
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===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. | Kars has two main installs, both of which are accessible from his base form. | ||
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. | |||
*'''Light Mode''' (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 and shortens the arc of his jump. | |||
*'''Brilliant Bone Blades''' (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 following moves are affected by both Modes: | |||
*[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#5H|5H]] | |||
*[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#3H|3H]] | |||
*[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#JH|j.H]] | |||
*[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#236X|Cruel and beautiful violence!]] | |||
*[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#623X|Behold, frozen brilliance!]] | |||
*[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#22X|Victory is everything!]] (Light and Medium only) | |||
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. | 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. | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=15 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= Kars does a short jab with the tip of his elbow. | |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. | *Stubby, not your best starter or neutral tool. Pretty much always gonna wanna use 2L or 5M in neutral exchanges. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=25 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= Kars stands on one foot and attacks with a leg strike from behind his back. | |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. | *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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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |version=Normal | ||
|guard= | |damage=35 | ||
|guard=Mid | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Mode 1 | |||
|header=no | |||
|damage=20x2 | |||
|guard=Mid | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Mode 2 | |||
|header=no | |||
|damage=15x3 | |||
|guard=Mid | |||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= Kars quickly juts out forward with a bone blade extending from his arm. | |description= | ||
Kars quickly juts out forward with a bone blade extending from his arm. | |||
*Affected by Modes. | |||
*Unreasonably fast, which means it can also be used as a solid poke at a close range. | *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. | *Combos into 3H if used as an anti-air, giving you a full combo. | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=14 | ||
|guard= | |guard=Low | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= Kars attacks with a short poke of his fingers to the opponent's lower half. | |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. | *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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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=23 | ||
|guard= | |guard=Low | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= Kars does a short roundhouse sweep with his leg. | |description= | ||
Kars does a short roundhouse sweep with his leg. | |||
*Stubby range, can occasionally poke out some moves that lose to crouchers. | *Stubby range, can occasionally poke out some moves that lose to crouchers. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=34 | ||
|guard= | |guard=Low | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= Kars does an approaching slide, kicking his legs into the air. | |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. | *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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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |version=Normal | ||
|guard= | |damage=25 | ||
|guard=Mid | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Mode 1 | |||
|header=no | |||
|damage=15x2 | |||
|guard=Mid | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Mode 2 | |||
|header=no | |||
|damage=12x3 | |||
|guard=Mid | |||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= A bone blade emerges from the underside of Kars' feet. | |description= | ||
A bone blade emerges from the underside of Kars' feet. | |||
*Affected by Modes. | |||
*Launches, leads into his main air juggles and loops. The main tool you'll be using for extending combos. | *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. | *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. | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=18 | ||
|guard= | |guard=Overhead | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= A fist strike from the air. | |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. | *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=SCREW this move | ||
|name=j.M | |name=j.M | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=28 | ||
|guard= | |guard=Overhead | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= Kars extends his leg to strike with an overhead attack. | |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. | *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 | *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 | *Dash jump j.M is one of the most oppressive approaching tools in the game, use it whenever possible. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |version=Normal | ||
|guard= | |damage=40 | ||
|guard=Overhead | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Mode 1 | |||
|header=no | |||
|damage=25x2 | |||
|guard=Overhead | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Mode 2 | |||
|header=no | |||
|damage=20x3 | |||
|guard=Overhead | |||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= A bone-blade strike with the edge of Kars' arm. | |description= | ||
A bone-blade strike with the edge of Kars' arm. | |||
*Affected by Modes. | |||
*Another great hitbox, better for crossing up than intercepting approaches. | *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. | *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. | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=10, 50 / 12, 27x2 / 14, 20x3 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=12, 55 / 14, 30x2 / 16, 24x3 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=14, 66 / 16, 35x2 / 18, 28x3 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
* | Kars does an approaching bone blade slash that crosses up depending on the version used. | ||
*Affected by Modes. | |||
**Damage notated as: Normal / Mode 1 / Mode 2. | |||
*Light and medium stay same-side, whereas heavy crosses you up to the other side of the opponent. | |||
*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. | *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. | *Heavy is Kars' main juggle tool. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=10x4, 4 / 11x5, 6 / 12x6, 8 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=10x5, 6 / 11x6, 8 / 12x7, 10 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=10x6, 8 / 11x7, 10 / 12x9 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Kars does a flurry of blade strikes. | |||
*Affected by Modes. | |||
**Damage notated as: Normal / Mode 1 / 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. | *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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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=55 | ||
|guard= | |guard=Mid | ||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Light (Air) | |||
|header=no | |||
|damage=90 | |||
|guard=Mid | |||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=65 | ||
|guard= | |guard=Mid | ||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Medium (Air) | |||
|header=no | |||
|damage=100 | |||
|guard=Mid | |||
|startup= | |startup= | ||
|active= | |active= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=75 | ||
|guard= | |guard=Mid | ||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Heavy (Air) | |||
|header=no | |||
|damage=110 | |||
|guard=Mid | |||
|startup= | |startup= | ||
|active= | |active= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
*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. | 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. | ||
*Heavy is 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. | |||
*Heavy also has 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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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=60 / 32x2 / 24x3 | ||
|guard= | |guard=Overhead | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= Kars does a small animation and then teleports to a specific location based on | |description= | ||
Kars does a small animation and then teleports to a specific location based on input. The light version is an overhead that appears directly above your opponent's current position. | |||
*Affected by Modes. | |||
**Damage notated as: Normal / Mode 1 / Mode 2. | |||
*Ground bounces on hit, letting you get a full combo from it. | *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 | *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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|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=50 / 5, 80 / 5x2, 80 | ||
|guard= | |guard=Low | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= Kars does a small animation and then teleports to a specific location based on | |description= | ||
Kars does a small animation and then teleports to a specific location based on input. The medium version is a same-side low that launches. | |||
*Affected by Modes. | |||
**Damage notated as: Normal / Mode 1 / 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) | *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) | ||
}} | }} | ||
Line 441: | Line 585: | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|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. | |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. | *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. | *Actionable almost immediately after the teleport animation ends, giving you a hit/throw mixup or even a guaranteed whiff punish. | ||
}} | |||
}} | |||
==System Mechanics== | |||
====== <font style="visibility:hidden" size="0">Throw</font> ====== | |||
{{MoveData | |||
|image=JJASBR_Kars_Throw.png | |||
|caption= | |||
|name=Normal Throw | |||
|subtitle=I'll slice you in two! | |||
|input=5/4 + Any Two Attack Buttons | |||
|data= | |||
{{AttackData-ASBR | |||
|version=Forward | |||
|damage=110 | |||
|guard=Throw | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Back | |||
|header=no | |||
|damage=110 | |||
|guard=Throw | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
*Forward and Back Throws have unique animations. | |||
*Notes 2 | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Assist</font> ====== | |||
{{MoveData | |||
|image=JJASBR_Kars_Assist.png | |||
|caption= | |||
|name=Assist | |||
|subtitle=Victory is everything! | |||
|data= | |||
{{AttackData-ASBR | |||
|damage=60 | |||
|guard=Overhead | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
*Assault Assist Stocks: 2 | |||
*Reversal Assist Stocks: 1 | |||
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#22X|22L]] | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Light Mode</font> ====== | |||
{{MoveData | |||
|image=JJASBR_Kars_Light_Mode_On.png | |||
|caption=Light Mode On | |||
|image2=JJASBR_Kars_Light_Mode_Off.png | |||
|caption2=Light Mode Off | |||
|name=Light Mode | |||
|input=5S | |||
|data= | |||
{{AttackData-ASBR | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Turns Light Mode on/off. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Brilliant Bone Blades</font> ====== | |||
{{MoveData | |||
|image=JJASBR_Kars_22S.png | |||
|caption=Not to be confused with the HHA | |||
|name=Brilliant Bone Blades | |||
|input=22S | |||
|data= | |||
{{AttackData-ASBR | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Activates Brilliant Bone Blades. | |||
*Requires 1 bar. | |||
*Using an HHA during Brilliant Bone Blades will remove its meter cost. | |||
}} | |||
}} | |||
==Heart Heat Attack== | |||
{{MoveData | |||
|image=JJASBR_Kars_HHA.png | |||
|caption=Not to be confused with the Mode | |||
|name=Brilliant Bone Blades | |||
|input=236 + Any Two Attack Buttons | |||
|data= | |||
{{AttackData-ASBR | |||
|damage=174 (6+12x5+18+20+70) | |||
|guard=Mid | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
*Only Hit 8 triggers cinematic properties. | |||
*Notes 2 | |||
}} | |||
}} | |||
==Great Heat Attack== | |||
{{MoveData | |||
|image=JJASBR_Character_GHA.png | |||
|caption= | |||
|name=Kars, the Ultimate Thing, is born! | |||
|input=236L+M+H | |||
|data= | |||
{{AttackData-ASBR | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
*Transformation. | |||
*Grants Kars a new moveset. | |||
*Disables Light Mode and Brilliant Bone Blades (both the Mode and HHA) for the rest of the match. | |||
}} | }} | ||
}} | }} | ||
</div> | </div> | ||
<div id="movelist-2" class="movelist"><!-- ULF Move List --> | <div id="movelist-2" class="movelist"><!-- ULF Move List --> | ||
===Ultimate Life Form=== | ===Ultimate Life Form=== | ||
====Normal Moves==== | ====Normal Moves==== | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">ULF 5L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_ULF_5L.png | |image=JJASBR_Kars_ULF_5L.png | ||
Line 459: | Line 748: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=17 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 472: | Line 761: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">ULF 5M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_ULF_5M.png | |image=JJASBR_Kars_ULF_5M.png | ||
Line 480: | Line 769: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=27 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 493: | Line 782: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">ULF 5H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_ULF_5H.png | |image=JJASBR_Kars_ULF_5H.png | ||
Line 501: | Line 790: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=17, 27 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 514: | Line 803: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">ULF 2L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_ULF_2L.png | |image=JJASBR_Kars_ULF_2L.png | ||
Line 522: | Line 811: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=16 | ||
|guard= | |guard=Low | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 535: | Line 824: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">ULF 2M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_ULF_2M.png | |image=JJASBR_Kars_ULF_2M.png | ||
Line 543: | Line 832: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=25 | ||
|guard= | |guard=Low | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 556: | Line 845: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">ULF 2H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_ULF_2H.png | |image=JJASBR_Kars_ULF_2H.png | ||
Line 564: | Line 853: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=38 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 572: | Line 861: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
* | *Launches | ||
*Notes 2 | *Notes 2 | ||
}} | }} | ||
Line 580: | Line 869: | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_ULF_6H.png | |image=JJASBR_Kars_ULF_6H.png | ||
|caption= | |caption=Not to be confused with the Mode or the HHA | ||
|name=6H | |name=6H | ||
|subtitle=Brilliant Bone Blades | |subtitle=Brilliant Bone Blades | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=50 | ||
|guard= | |guard=Unblockable | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 593: | Line 882: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
* | *Launches | ||
*Notes 2 | *Notes 2 | ||
}} | }} | ||
Line 606: | Line 895: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=20 | ||
|guard= | |guard=Overhead | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 627: | Line 916: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=30 | ||
|guard= | |guard=Overhead | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 648: | Line 937: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=44 | ||
|guard= | |guard=Overhead | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 662: | Line 951: | ||
====Special Moves==== | ====Special Moves==== | ||
====== <font style="visibility:hidden" size="0">ULF | ====== <font style="visibility:hidden" size="0">ULF 236X</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=JJASBR_Kars_ULF_236X.png | ||
|caption= | |caption= | ||
|name= | |name=Feast your eyes on my Hamon! | ||
|input= | |input=236L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=30, 35 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 679: | Line 968: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
* | *Launches | ||
*Notes 2 | *Notes 2 | ||
}} | }} | ||
Line 685: | Line 974: | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=75 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 693: | Line 982: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
* | *Causes crumple | ||
*Notes 2 | *Notes 2 | ||
}} | }} | ||
Line 699: | Line 988: | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=75 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 707: | Line 996: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
* | *Launches | ||
*Notes 2 | *Notes 2 | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">ULF | ====== <font style="visibility:hidden" size="0">ULF 214X</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=JJASBR_Kars_ULF_214X.png | ||
|caption= | |caption= | ||
|name= | |name=The power of supreme genes! | ||
|input= | |input=214L/M/H | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=11x6 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 735: | Line 1,024: | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=58 | ||
|guard= | |guard=Overhead | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 749: | Line 1,038: | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=15x5 | ||
|guard= | |guard=Low | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 771: | Line 1,060: | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=15x3, 20 | ||
|guard= | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 785: | Line 1,074: | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=20x4 | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
Line 799: | Line 1,088: | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=25x3, 95 | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
Line 811: | Line 1,100: | ||
}} | }} | ||
}} | }} | ||
==System Mechanics== | ==System Mechanics== | ||
====== <font style="visibility:hidden" size="0">ULF Throw</font> ====== | ====== <font style="visibility:hidden" size="0">ULF Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_ULF_Throw.png | |image=JJASBR_Kars_ULF_Throw.png | ||
|caption= | |caption= | ||
|name= | |name=Throw | ||
|subtitle=You IDIOT! | |subtitle=You IDIOT! | ||
|input=5/4 + Any Two Attack Buttons | |input=5/4 + Any Two Attack Buttons | ||
Line 861: | Line 1,112: | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Forward | |version=Forward | ||
|damage= | |damage=110 | ||
|guard= | |guard=Throw | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 869: | Line 1,120: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Back | |version=Back | ||
|header=no | |header=no | ||
|damage= | |damage=110 | ||
|guard= | |guard=Throw | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 948: | Line 1,132: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
*Forward and Back Throws have unique animations. | |||
* | |||
*Notes 2 | *Notes 2 | ||
}} | }} | ||
Line 959: | Line 1,142: | ||
|caption= | |caption= | ||
|name=Predator Wings | |name=Predator Wings | ||
|input=1/2/3 | |input=Any jump after 1/2/3 | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 970: | Line 1,153: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
*Super Jump | |||
* | *Transitions into Flight for the cost of meter; drains meter while flying. | ||
* | *Can perform Aerial Chain Beat while flying. | ||
*Can cancel Flight by: | |||
**Pressing 5S | |||
**Running out of meter | |||
**Performing 3 actions (any combination between aerial attacks and Aerial Dash) | |||
}} | }} | ||
}} | }} | ||
Line 979: | Line 1,166: | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_ULF_Jump_66.png | |image=JJASBR_Kars_ULF_Jump_66.png | ||
|caption= | |caption=Forward | ||
|image2=JJASBR_Kars_ULF_Jump_44.png | |||
|caption2=Back | |||
|name=Aerial Dash | |name=Aerial Dash | ||
|input=j.66 | |input=j.44 / j.66 | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 992: | Line 1,181: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
*Air Dashes | |||
* | |||
*Notes 2 | *Notes 2 | ||
}} | }} | ||
}} | }} | ||
</div> | |||
==Navigation== | ==Navigation== | ||
{{Navbox-ASBR}} | {{Navbox-ASBR}} | ||
[[Category:Kars]] | [[Category:Kars]] | ||
[[Category:JoJo's Bizarre Adventure: All-Star Battle R]] | [[Category:JoJo's Bizarre Adventure: All-Star Battle R]] |
Revision as of 14:16, 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 Modes 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 Life Form, 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.
- Modes: Kars has two main installs, both of which are accessible from his base form. The Style button that would usually summon a Stand (for a Stand character) or charge meter (for a 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.
- Light Mode (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 and shortens the arc of his jump.
- Brilliant Bone Blades (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 following moves are affected by both Modes:
- 5H
- 3H
- j.H
- Cruel and beautiful violence!
- Behold, frozen brilliance!
- Victory is everything! (Light and Medium only)
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 SCREW this move SCREW 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 |
---|
System Mechanics
Throw
Normal Throw
I'll slice you in two! 5/4 + Any Two Attack Buttons |
---|
Assist
Assist
Victory is everything! |
---|
Light Mode
Light Mode 5S Light Mode On Light Mode On Light Mode Off Light Mode Off
|
---|
Brilliant Bone Blades
Brilliant Bone Blades 22S Not to be confused with the HHA Not to be confused with the HHA
|
---|
Heart Heat Attack
Brilliant Bone Blades 236 + Any Two Attack Buttons Not to be confused with the Mode Not to be confused with the Mode
|
---|
Great Heat Attack
Kars, the Ultimate Thing, is born!
236L+M+H |
---|
Ultimate Life Form
Normal Moves
ULF 5L
5L
|
---|
ULF 5M
5M
|
---|
ULF 5H
5H
|
---|
ULF 2L
2L
|
---|
ULF 2M
2M
|
---|
ULF 2H
2H
|
---|
ULF 3H
6H Brilliant Bone Blades Not to be confused with the Mode or the HHA Not to be confused with the Mode or the HHA
|
---|
ULF JL
j.L
|
---|
ULF JM
j.M
|
---|
ULF JH
j.H
|
---|
Special Moves
ULF 236X
Feast your eyes on my Hamon!
236L/M/H |
---|
ULF 214X
The power of supreme genes!
214L/M/H |
---|
ULF 623X
This cannot be!
623L/M/H |
---|
System Mechanics
ULF Throw
Throw
You IDIOT! 5/4 + Any Two Attack Buttons |
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Predator Wings
Predator Wings
Any jump after 1/2/3 |
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Aerial Dash
Aerial Dash j.44 / j.66 Forward Forward Back Back
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