JoJo's Bizarre Adventure: All-Star Battle R/Kars: Difference between revisions
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|damage=15 | |damage=15 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-4 | ||
|hitadv= | |hitadv=+2 | ||
|description= | |description= | ||
Kars does a short jab with the tip of his elbow. | Kars does a short jab with the tip of his elbow. | ||
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|damage=25 | |damage=25 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=9 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-6 | ||
|hitadv= | |hitadv=0 | ||
|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. | ||
Line 110: | Line 110: | ||
|damage=35 / 20x2 / 15x3 | |damage=35 / 20x2 / 15x3 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=13 / 13(2)1 / 13(2)1(2)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-4 | ||
|hitadv= | |hitadv=+4 | ||
|description= | |description= | ||
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. | **Damage and Frame Data 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 Kars a full combo. | *Combos into 3H if used as an anti-air, giving Kars a full combo. | ||
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|damage=14 | |damage=14 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-4 | ||
|hitadv= | |hitadv=+2 | ||
|description= | |description= | ||
Kars attacks with a short poke of his fingers to the opponent's lower half. | Kars attacks with a short poke of his fingers to the opponent's lower half. | ||
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|damage=23 | |damage=23 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-6 | ||
|hitadv= | |hitadv=0 | ||
|description= | |description= | ||
Kars does a short roundhouse sweep with his leg. | Kars does a short roundhouse sweep with his leg. | ||
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|damage=34 | |damage=34 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-10 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Line 197: | Line 197: | ||
|damage=25 / 15x2 / 12x3 | |damage=25 / 15x2 / 12x3 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=21 / 21(2)1 / 21(2)1(2)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-10 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
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. | **Damage and Frame Data notated as: Normal / Mode 1 / Mode 2. | ||
*Launches, leads into his main air juggles and loops. The main tool for extending combos. | *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 Kars is depends on the character matchup; safer options should be in case the opponent have a punish. Extremely safe in Modes 1/2. | *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. | ||
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|damage=18 | |damage=18 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=9 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_Jump_M.png | |image=JJASBR_Kars_Jump_M.png | ||
|caption= | |caption= | ||
|name=j.M | |name=j.M | ||
|subtitle= | |subtitle= | ||
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|damage=28 | |damage=28 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 266: | Line 266: | ||
|damage=40 / 25x2 / 20x3 | |damage=40 / 25x2 / 20x3 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=11 / 11(2)1 / 11(2)1(2)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 274: | Line 274: | ||
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. | **Damage and Frame Data 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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|caption= | |caption= | ||
|name=Shatter against the wall! | |name=Shatter against the wall! | ||
|input=214L/M/H | |input=214L/M/H (Air OK) | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
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|damage=90 | |damage=90 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=13 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 426: | Line 426: | ||
|damage=100 | |damage=100 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=13 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 450: | Line 450: | ||
|damage=110 | |damage=110 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=13 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 488: | Line 488: | ||
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. | 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 and Frame Data notated as: Normal / Mode 1 / Mode 2. | ||
*Groundbounces on hit, letting Kars get a full combo from it. | *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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|damage=50 / 5, 80 / 5x2, 80 | |damage=50 / 5, 80 / 5x2, 80 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=(62)15 / (62)15(2)1 / (62)15(2)1(2)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-20 | ||
|hitadv= | |hitadv= | ||
|description= | |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. | 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. | *Affected by Modes. | ||
**Damage notated as: Normal / Mode 1 / Mode 2. | **Damage and Frame Data notated as: Normal / Mode 1 / Mode 2. | ||
*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). | *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). | ||
}} | }} | ||
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==Great Heat Attack== | ==Great Heat Attack== | ||
{{MoveData | {{MoveData | ||
|image= | |image=JJASBR_Kars_GHA_(1).png | ||
|caption= | |caption= | ||
|image2= | |image2=JJASBR_Kars_GHA_(2).png | ||
|caption2= | |caption2= | ||
|image3= | |image3=JJASBR_Kars_GHA_(3).png | ||
|caption3= | |caption3= | ||
|name=Kars, the Ultimate Thing, is born! | |name=Kars, the Ultimate Thing, is born! | ||
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|damage=17 | |damage=17 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-4 | ||
|hitadv= | |hitadv=+2 | ||
|description= | |description= | ||
Kars does a short jab with the tip of his elbow. | Kars does a short jab with the tip of his elbow. | ||
Line 716: | Line 716: | ||
|damage=27 | |damage=27 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=9 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-4 | ||
|hitadv= | |hitadv=+2 | ||
|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. | ||
Line 736: | Line 736: | ||
|damage=17, 27 | |damage=17, 27 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=11(8)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-4 | ||
|hitadv= | |hitadv=+4 | ||
|description= | |description= | ||
A two-hit blade strike. | A two-hit blade strike. | ||
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|damage=16 | |damage=16 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-4 | ||
|hitadv= | |hitadv=+2 | ||
|description= | |description= | ||
*Notes 1 | *Notes 1 | ||
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|damage=25 | |damage=25 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-6 | ||
|hitadv= | |hitadv=0 | ||
|description= | |description= | ||
*Notes 1 | *Notes 1 | ||
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|damage=38 | |damage=38 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-10 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Line 819: | Line 819: | ||
|damage=50 | |damage=50 | ||
|guard=Unblockable | |guard=Unblockable | ||
|startup= | |startup=27 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 840: | Line 840: | ||
|damage=20 | |damage=20 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=9 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|damage=30 | |damage=30 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= |
Revision as of 15:35, 10 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
|
---|
JH
j.H
|
---|
Special Moves
236X
Cruel and beautiful violence!
236L/M/H |
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623X
Behold, frozen brilliance!
623L/M/H |
---|
214X
Shatter against the wall!
214L/M/H (Air OK) |
---|
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
|
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22S
Brilliant Bone Blades 22S Not to be confused with the HHA Not to be confused with the HHA
|
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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
|
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ULF 2M
2M
|
---|
ULF 2H
2H
|
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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
|
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ULF JM
j.M
|
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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
|
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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
|
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