JoJo's Bizarre Adventure: All-Star Battle R/Kars: Difference between revisions
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=== | ===Modes=== | ||
Kars | Kars access to two installs in order to enhance his abilities, 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. | *'''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. | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=35 / 20x2 / 15x3 | |||
|damage=35 | |||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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Kars quickly juts out forward with a bone blade extending from his arm. | Kars quickly juts out forward with a bone blade extending from his arm. | ||
*Affected by Modes. | *Affected by Modes. | ||
**Damage notated as: Normal / Mode 1 / Mode 2. | |||
*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=25 / 15x2 / 12x3 | |||
|damage=25 | |||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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A bone blade emerges from the underside of Kars' feet. | A bone blade emerges from the underside of Kars' feet. | ||
*Affected by Modes. | *Affected by Modes. | ||
**Damage notated as: Normal / Mode 1 / Mode 2. | |||
*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=40 / 25x2 / 20x3 | |||
|damage=40 | |||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup= | ||
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A bone-blade strike with the edge of Kars' arm. | A bone-blade strike with the edge of Kars' arm. | ||
*Affected by Modes. | *Affected by Modes. | ||
**Damage notated as: Normal / Mode 1 / Mode 2. | |||
*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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}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">5S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_Light_Mode_On.png | |image=JJASBR_Kars_Light_Mode_On.png | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">22S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_22S.png | |image=JJASBR_Kars_22S.png | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Kars licks the one blade in his arm before unleashing a large, shining array of slashes done in a single movement of his arm. If they successfully hit, Kars then dives forward to slash past the opponent. | |||
*Only Hit 8 triggers cinematic properties. | *Only Hit 8 triggers cinematic properties. | ||
}} | }} | ||
}} | }} |
Revision as of 11:39, 16 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.
- Life Regeneration: Part of the damage Kars receives is converted into silver, residual health, which he passively recovers over time.
- 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.
- Ultimate Life Form: For two bars, Kars can transform into the Ultimate Life Form, his third install. As the Ultimate Life Form, Kars has a multitude of changes to his original moveset, as all of his original special moves have been replaced with new tools.
Modes
Kars access to two installs in order to enhance his abilities, 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
|
---|
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! |
---|
5S
Light Mode
5S |
---|
22S
Brilliant Bone Blades
22S |
---|
Heart Heat Attack
Brilliant Bone Blades
236 + Any Two Attack Buttons |
---|
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 |
---|
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 |
---|
Predator Wings
Predator Wings
Any jump after 1/2/3 |
---|
Aerial Dash
Aerial Dash
j.44 / j.66 |
---|