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 ancient, super-human beings 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 ancient, super-human beings 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. | ||
In ASBR, Kars 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. | In ASBR, Kars 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. | ||
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| 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. | * '''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 | * '''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 his opponent's 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. | * '''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. | * '''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 | * '''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 control if up against another character with strong safejumps. | ||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
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*[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#22X|Victory is everything!]] (Light and Medium only) | *[[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, | The tradeoff for using Mode is that while in either install, Kars are unable to build any meter until he either turns 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 the opponent's reactions out of wack at the very end by implementing a much shorter jump for his mixups to open them up easier. | ||
===Stats=== | ===Stats=== | ||
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|description= | |description= | ||
Kars does a short jab with the tip of his elbow. | Kars does a short jab with the tip of his elbow. | ||
*Stubby, not | *Stubby, not the best starter or neutral tool. Pretty much always gonna wanna use 2L or 5M in neutral exchanges. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Kars stands on one foot and attacks with a leg strike from behind his back. | 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 | *Big range and quick startup. Amazing in neutral as it can stuff a lot of approaches and gives medium scaling. | ||
}} | }} | ||
}} | }} | ||
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**Damage notated as: Normal / Mode 1 / Mode 2. | **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 | *Combos into 3H if used as an anti-air, giving Kars a full combo. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Kars does an approaching slide, kicking his legs into the air. | 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 | *Mainly combo filler for his 236H loops, as he has better lows and better neutral buttons that don't leave Kars so exposed. | ||
}} | }} | ||
}} | }} | ||
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*Affected by Modes. | *Affected by Modes. | ||
**Damage notated as: Normal / Mode 1 / Mode 2. | **Damage notated as: Normal / Mode 1 / Mode 2. | ||
*Launches, leads into his main air juggles and loops. The main tool | *Launches, leads into his main air juggles and loops. The main tool for extending combos. | ||
*Gives relative safety if canceled into on block, though how safe | *Gives relative safety if canceled into on block, though how safe Kars is depends on the character matchup; safer options should be in case the opponent have a punish. Extremely safe in Modes 1/2. | ||
*Air crushes if done to an aerial opponent, giving | *Air crushes if done to an aerial opponent, giving a free combo on anti-airs. | ||
}} | }} | ||
}} | }} | ||
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*Affected by Modes. | *Affected by Modes. | ||
**Damage notated as: Normal / Mode 1 / Mode 2. | **Damage notated as: Normal / Mode 1 / Mode 2. | ||
*Light and medium stay same-side, whereas heavy crosses | *Light and medium stay same-side, whereas heavy crosses up to the other side of the opponent. | ||
*Light and medium are occasionally true blockstrings out of a normal depending on spacing, | *Light and medium are occasionally true blockstrings out of a normal depending on spacing, while 236H is never true regardless of spacing; use it with an assist in a blockstring. | ||
*Heavy is Kars' main juggle tool. | *Heavy is Kars' main juggle tool. | ||
}} | }} | ||
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*Affected by Modes. | *Affected by Modes. | ||
**Damage notated as: Normal / Mode 1 / Mode 2. | **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 | *Bad. Minus on block, can't combo into it or from it very easily, and has terrible damage. The only reason this move would ever be used is accidentally. | ||
}} | }} | ||
}} | }} | ||
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Kars does a strong mule kick against the back wall. | 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. | *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 | *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 access to 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 | *Heavy also has high guard gauge damage, and doing a flash cancel or assist call after the initial blocked hit gives Kars more than enough plus frames to force more mixups or place pressure on the opponent's Guard Gauge. Burning leftover meter on a 214H mixup from time to time can keep Kars safe. | ||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |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 | 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 the opponent's current position. | ||
*Affected by Modes. | *Affected by Modes. | ||
**Damage notated as: Normal / Mode 1 / Mode 2. | **Damage notated as: Normal / Mode 1 / Mode 2. | ||
* | *Groundbounces on hit, letting Kars get a full combo from it. | ||
*One of the main tentpoles of Kars' offense. Plus on block and an overhead that's incredibly easy to meaty. | *One of the main tentpoles of Kars' offense. Plus on block and an overhead that's incredibly easy to meaty. | ||
}} | }} | ||
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*Affected by Modes. | *Affected by Modes. | ||
**Damage notated as: Normal / Mode 1 / Mode 2. | **Damage notated as: Normal / Mode 1 / Mode 2. | ||
*Pretty minus and risky, plus | *Pretty minus and risky, plus Kars 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). | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Kars does a small animation and then teleports to a specific location based on | Kars does a small animation and then teleports to a specific location based on input. The heavy version teleports Kars 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, | *Actionable almost immediately after the teleport animation ends, granting a hit/throw mixup or even a guaranteed whiff punish. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
==System Mechanics== | ===System Mechanics=== | ||
====== <font style="visibility:hidden" size="0">ULF Throw</font> ====== | ====== <font style="visibility:hidden" size="0">ULF Throw</font> ====== | ||
{{MoveData | {{MoveData |
Revision as of 15:56, 6 November 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 ancient, super-human beings 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.
In ASBR, Kars 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 "The power of supreme genes!". 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 change 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 has 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, Kars are unable to build any meter until he either turns 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 the opponent's reactions out of wack at the very end by implementing a much shorter jump for his 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
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 Start Start Light Light Medium Medium Heavy Heavy
|
---|
System Mechanics
Throw
Normal Throw I'll slice you in two! 5/4 + Any Two Attack Buttons Forward Forward Back Back
|
---|
Assist
Assist
Victory is everything! |
---|
5S
Light Mode 5S Animation Animation Mode On Mode On
|
---|
22S
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 Light Light Medium Medium Heavy Heavy
|
---|
ULF 623X
This cannot be!
623L/M/H |
---|
System Mechanics
ULF Throw
Throw You IDIOT! 5/4 + Any Two Attack Buttons Forward Forward Back Back
|
---|
Predator Wings
Predator Wings
Any jump after 1/2/3 |
---|
Aerial Dash
Aerial Dash j.44 / j.66 Forward Forward Back Back
|
---|