JoJo's Bizarre Adventure: All-Star Battle R/Kars: Difference between revisions

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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 the best starter or neutral tool. Pretty much always gonna wanna use 2L or 5M in neutral exchanges.
*Stubby, not the best starter or neutral tool. 2L or 5M are preferred in neutral exchanges.
  }}
  }}
}}
}}
Line 96: Line 96:
  |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 medium scaling.
*Big range and quick startup.
*Amazing in neutral, as it can stuff a lot of approaches and gives medium scaling.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=35 / 20x2 / 15x3
  |damage=Normal: 35<br>Mode 1: 40 (20*2)<br>Mode 2: 45 (15*3)
  |guard=Mid
  |guard=Mid
  |startup=13 / 13(2)1 / 13(2)1(2)1
  |startup=Normal: 13<br>Mode 1: 13(2)1<br>Mode 2: 13(2)1(2)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-4 / -2 / 0
  |blockadv=Normal: -4<br>Mode 1: -2<br>Mode 2: 0
  |hitadv=+4 / +6 / +8
  |hitadv=Normal: +4<br>Mode 1: +6<br>Mode 2: +8
  |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 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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  |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.
*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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  |description=
  |description=
Kars does a short roundhouse sweep with his leg.
Kars does a short roundhouse sweep with his leg.
*Stubby range, can occasionally poke out some moves that lose to crouchers.
*Stubby range, though it can occasionally poke out some moves that lose to crouchers.
  }}
  }}
}}
}}
Line 195: Line 196:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=25 / 15x2 / 12x3
  |damage=Normal: 25<br>Mode 1: 30 (15*2)<br>Mode 2: 36 (12*3)
  |guard=Mid
  |guard=Mid
  |startup=21 / 21(2)1 / 21(2)1(2)1
  |startup=Normal: 21<br>Mode 1: 21(2)1<br>Mode 2: 21(2)1(2)1
  |active=
  |active=
  |recovery=
  |recovery=
  |blockadv=-10 / -8 / -6
  |blockadv=Normal: -10<br>Mode 1: -8<br>Mode 2: -6
  |hitadv=
  |hitadv=
  |description=
  |description=
A bone blade emerges from the underside of Kars' feet.
Kars kicks forward as a bone blade emerges from the underside of his foot.
*Affected by Modes.
*Affected by Modes.
**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.
*Air crushes if done to an aerial opponent, giving a free combo on anti-airs.
*Air crushes if done to an aerial opponent, giving a free combo on anti-airs.
  }}
  }}
Line 252: Line 253:
*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=40 / 25x2 / 20x3
  |damage=Normal: 40<br>Mode 1: 50 (25*2)<br>Mode 2: 60 (20*3)
  |guard=Overhead
  |guard=Overhead
  |startup=11 / 11(2)1 / 11(2)1(2)1
  |startup=Normal: 11<br>Mode 1: 11(2)1<br>Mode 2: 11(2)1(2)1
  |active=
  |active=
  |recovery=
  |recovery=
Line 274: Line 275:
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 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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====== <font style="visibility:hidden" size="0">236X</font> ======
====== <font style="visibility:hidden" size="0">236X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Kars_236X.png
|image=JJASBR_Kars_236X_(1).png
|caption=
|caption=Start
|image2=JJASBR_Kars_236X_(2).png
|caption2=Second part of the H version
|name=Cruel and beautiful violence!
|name=Cruel and beautiful violence!
|input=236L/M/H
|input=236L/M/H
Line 290: Line 292:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=10, 50 / 12, 27x2 / 14, 20x3
  |damage=Normal: 60 (10, 50)<br>Mode 1: 66 (12, 27*2)<br>Mode 2: 74 (14, 20*3)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 302: Line 304:
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=12, 55 / 14, 30x2 / 16, 24x3
  |damage=Normal: 67 (12, 55)<br>Mode 1: 74 (14, 30*2)<br>Mode 2: 88 (16, 24*3)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 314: Line 316:
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=14, 66 / 16, 35x2 / 18, 28x3
  |damage=Normal: 80 (14, 66)<br>Mode 1: 86 (16, 35*2)<br>Mode 2: 102 (18, 28*3)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 322: Line 324:
  |hitadv=
  |hitadv=
  |description=
  |description=
Kars does an approaching bone blade slash that crosses up depending on the version used.
Kars does an approaching bone blade slash.
*Affected by Modes.
*Affected by Modes.
**Damage notated as: Normal / Mode 1 / Mode 2.
----
*Light and medium stay same-side, whereas heavy crosses up to the other side of the opponent.
'''L version:'''
*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.
*Kars stay same-side.
*Heavy is Kars' main juggle tool.
*Occasionally a true blockstring out of a normal depending on spacing.
----
'''M version:'''
*Kars stay same-side.
*Occasionally a true blockstring out of a normal depending on spacing.
----
'''H version:'''
*Kars crosses up to the other side of the opponent and follows up with a bladed uppercut.
*Main juggle tool.
*Never a true blockstring out of a normal regardless of spacing; requires using an assist in this situation.
  }}
  }}
}}
}}
Line 340: Line 351:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=10x4, 4 / 11x5, 6 / 12x6, 8
  |damage=Normal: 44 (10*4, 4)<br>Mode 1: 60 (11*5, 6)<br>Mode 2: 80 (12*6, 8)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 352: Line 363:
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=10x5, 6 / 11x6, 8 / 12x7, 10
  |damage=Normal: 61 (10*5, 6)<br>Mode 1: 74 (11*6, 8)<br>Mode 2: 94 (12*7, 10)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 364: Line 375:
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=10x6, 8 / 11x7, 10 / 12x9
  |damage=Normal: 74 (10*6, 8)<br>Mode 1: 98 (11*7, 10)<br>Mode 2: 108 (12*9)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 374: Line 385:
Kars does a flurry of blade strikes.
Kars does a flurry of blade strikes.
*Affected by Modes.
*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 this move would ever be used is accidentally.
*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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  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light (Air)
  |version=Medium
  |header=no
  |header=no
  |damage=90
  |damage=65
  |guard=Mid
  |guard=Mid
  |startup=13
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
Line 410: Line 420:
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Heavy
  |header=no
  |header=no
  |damage=65
  |damage=75
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 422: Line 432:
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium (Air)
  |version=Light (Air)
  |header=no
  |header=no
  |damage=100
  |damage=90
  |guard=Mid
  |guard=Mid
  |startup=13
  |startup=13
Line 434: Line 444:
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Medium (Air)
  |header=no
  |header=no
  |damage=75
  |damage=100
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=13
  |active=
  |active=
  |recovery=
  |recovery=
Line 457: Line 467:
  |description=
  |description=
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.
*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 [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#Great Heat Attack|GHA]].
*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 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.  
'''L version:'''
*Fastest variant.
*Mostly not that important, as it does less damage and its only benefit is starting up faster.
----
'''M version:'''
*Mostly not that important, as it does less damage and its only benefit is starting up faster.
----
'''H version:'''
*Slowest variant.
*Kars' main combo ender.
*High Guard Damage.
*On block, 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.
  }}
  }}
}}
}}
Line 478: Line 499:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=60 / 32x2 / 24x3
  |damage=Normal: 60<br>Mode 1: 64 (32*2)<br>Mode 2: 72 (24*3)
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=
Line 486: Line 507:
  |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 the opponent's current position.
*Affected by Modes.
**Damage and Frame Data 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.
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=50 / 5, 80 / 5x2, 80
  |damage=Normal: 50<br>Mode 1: 85 (5, 80)<br>Mode 2: 90 (5*2, 80)
  |guard=Low
  |guard=Low
  |startup=(62)15 / (62)15(2)1 / (62)15(2)1(2)1
  |startup=Normal: (62)15<br>Mode 1: (62)15(2)1<br>Mode 2: (62)15(2)1(2)1
  |active=
  |active=
  |recovery=
  |recovery=
Line 503: Line 519:
  |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.
*Affected by Modes.
**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).
  }}
  }}
  {{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 input. The heavy version teleports Kars directly behind the opponent, with no initial hitbox.
Kars does a small animation and then teleports to a specific location based on input.
*All three teleports can be OS'd by running forward and doing a dash jump as late as possible.
----
'''L version:'''
 
Kars teleports above the opponent's current position and falls with an extended bone blade from his foot.
*Affected by Modes.
*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.
----
'''M version:'''
 
Kars teleports and attacks the opponent's legs with a bone blade from his arm.
*Affected by Modes.
*Same-side low that launches on hit.
*Pretty minus and risky, plus Kars can't combo off of this one.
*Only teleport version that beats running straight ahead.
----
'''H version:'''
 
Kars teleports 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, granting a hit/throw mixup or even a guaranteed whiff punish.
*Actionable almost immediately after the teleport animation ends, granting a hit/throw mixup or even a guaranteed whiff punish.
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|image3=JJASBR_Kars_Throw_(3).png
|image3=JJASBR_Kars_Throw_(3).png
|caption3=Back
|caption3=Back
|name=Normal Throw
|name=Throw
|subtitle=I'll slice you in two!
|subtitle=I'll slice you in two!
|input=5/4 + Any Two Attack Buttons
|input=5/4 + Any Two Attack Buttons
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
|version=Forward
|damage=110 (10*6, 50)
|guard=Throw
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-ASBR
|version=Back
|header=no
  |damage=110
  |damage=110
  |guard=Throw
  |guard=Throw
Line 547: Line 592:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Forward and Back Throws have unique animations.
Kars, using his arm bone blade, cuts the opponent down the middle and knocks them away.
*Notes 2
*Leaves the opponent far away from Kars.
*Aside from unique animations and direction, both Throws are identical.
  }}
  }}
}}
}}
Line 554: Line 600:
====== <font style="visibility:hidden" size="0">Assist</font> ======
====== <font style="visibility:hidden" size="0">Assist</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Kars_Assist.png
|image=JJASBR_Kars_Assist_(1).png
|caption=
|caption=
|image2=JJASBR_Kars_Assist_(2).png
|caption2=
|name=Assist
|name=Assist
|subtitle=Victory is everything!
|subtitle=Victory is everything!
Line 568: Line 616:
  |hitadv=
  |hitadv=
  |description=
  |description=
Kars teleports above the opponent's current position and falls with an extended bone blade from his foot.
*Assault Assist Stocks: 2
*Assault Assist Stocks: 2
*Reversal Assist Stocks: 1
*Reversal Assist Stocks: 1
Line 611: Line 660:
====== <font style="visibility:hidden" size="0">22S</font> ======
====== <font style="visibility:hidden" size="0">22S</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Kars_22S.png
|image=JJASBR_Kars_22S_(1).png
|caption=Not to be confused with the HHA
|caption=Animation
|image2=JJASBR_Kars_22S_(2).png
|caption2=Mode On
|caption3=Not to be confused with the HHA
|name=Brilliant Bone Blades
|name=Brilliant Bone Blades
|input=22S
|input=22S
Line 626: Line 678:
  |description=
  |description=
Activates Brilliant Bone Blades.
Activates Brilliant Bone Blades.
*Requires 1 bar.
*Requires 1 HH Gauge.
*Using an HHA during Brilliant Bone Blades will remove its meter cost.  
*Using an HHA during Brilliant Bone Blades will remove its meter cost.  
  }}
  }}
Line 643: Line 695:
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=174 (6+12x5+18+20+70)
  |damage=174 (6+12*5+18+20+70)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 676: Line 728:
  |hitadv=
  |hitadv=
  |description=
  |description=
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.
Kars dons the Stone Mask with the Red Stone of Aja inserted into it, going through a slow and entirely vulnerable animation of transforming. When the transformation is complete, Kars does a small cinematic cutscene before the install is finished.
*Transformation.
*Transformation.
*Changes Kars' idle pose and crouching animations.
*Grants Kars a new moveset and makes him immune to Hamon Damage.
*Grants Kars a new moveset and makes him immune to Hamon Damage.
*Disables Light Mode and Brilliant Bone Blades (both the Mode and HHA) for the rest of the match.
*Disables Light Mode and Brilliant Bone Blades (both the Mode and HHA) for the rest of the match.
Line 703: Line 756:
  |description=
  |description=
Kars does a short jab with the tip of his elbow.
Kars does a short jab with the tip of his elbow.
*Notes 1
*Notes 2
  }}
  }}
}}
}}
Line 723: Line 778:
  |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.
*Notes 1
*Notes 2
  }}
  }}
}}
}}
Line 728: Line 785:
====== <font style="visibility:hidden" size="0">ULF 5H</font> ======
====== <font style="visibility:hidden" size="0">ULF 5H</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Kars_ULF_5H.png
|image=JJASBR_Kars_ULF_5H_(1).png
|caption=
|caption=
|image2=JJASBR_Kars_ULF_5H_(2).png
|caption2=
|name=5H
|name=5H
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |damage=17, 27
  |damage=44 (17, 27)
  |guard=Mid
  |guard=Mid
  |startup=11(8)1
  |startup=11(8)1
Line 742: Line 801:
  |hitadv=+4
  |hitadv=+4
  |description=
  |description=
A two-hit blade strike.
Kars swings his arm for a two-hit blade strike.
*Notes 1
*Notes 2
  }}
  }}
}}
}}
Line 748: Line 809:
====== <font style="visibility:hidden" size="0">ULF 2L</font> ======
====== <font style="visibility:hidden" size="0">ULF 2L</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Kars_2L.png
|image=JJASBR_Kars_ULF_2L.png
|caption=
|caption=
|name=2L
|name=2L
Line 762: Line 823:
  |hitadv=+2
  |hitadv=+2
  |description=
  |description=
Kars attacks with a short poke of his fingers to the opponent's lower half.
*Notes 1
*Notes 1
*Notes 2
*Notes 2
Line 783: Line 845:
  |hitadv=0
  |hitadv=0
  |description=
  |description=
Kars does a short roundhouse sweep with his leg.
*Notes 1
*Notes 1
*Notes 2
*Notes 2
Line 804: Line 867:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Launches
Kars attacks with a bone blade while rising up.
*Notes 2
*Launches on hit.
*Can be used as an anti-air due to how tall Kars is.
  }}
  }}
}}
}}
Line 825: Line 889:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Launches
Kars charges forward and attacks with his bone blade in one fell swoop.
*Notes 2
*Launches on hit.
  }}
  }}
}}
}}
Line 846: Line 910:
  |hitadv=
  |hitadv=
  |description=
  |description=
Kars extends his knees downwards.
*Notes 1
*Notes 1
*Notes 2
*Notes 2
Line 867: Line 932:
  |hitadv=
  |hitadv=
  |description=
  |description=
Kars kicks beneath him.
*Notes 1
*Notes 1
*Notes 2
*Notes 2
Line 888: Line 954:
  |hitadv=
  |hitadv=
  |description=
  |description=
Kars attacks downwards with his wing.
*Notes 1
*Notes 1
*Notes 2
*Notes 2
Line 894: Line 961:


====Special Moves====
====Special Moves====
====== <font style="visibility:hidden" size="0">ULF 28</font> ======
{{MoveData
|image=JJASBR_Kars_ULF_28.png
|caption=Predator Wings
|image2=JJASBR_Kars_ULF_28_(Flight).png
|caption2=Flight
|name=Predator Wings
|input=Any jump after 1/2/3
|data=
{{AttackData-ASBR
|damage=
|guard=
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
'''Predator Wings'''
Kars sprouts wings and jumps very high.
*Can be canceled into from normals on hit or block.
*Transitions into Flight.
----
'''Flight'''
Using his wings, Kars takes flight.
*Drains HH Gauge while flying.
*Can perform Aerial Chain Beat while flying.
*Can cancel Flight by:
**Pressing 5S.
**Running out of HH Gauge.
**Performing 3 actions (any combination between aerial attacks, special moves and Aerial Dash).
}}
}}
====== <font style="visibility:hidden" size="0">J44-J66</font> ======
{{MoveData
|image=JJASBR_Kars_ULF_Jump_66.png
|caption=Forward
|image2=JJASBR_Kars_ULF_Jump_44.png
|caption2=Back
|name=Aerial Dash
|input=j.44 / j.66
|data=
{{AttackData-ASBR
|damage=
|guard=
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Kars quickly rushes forward or backwards with a flap of his wings.
*Can only be used 3 times per Flight.
**Performing aerial attacks or special moves reduces the amount of Aerial Dashes available.
}}
}}
====== <font style="visibility:hidden" size="0">ULF 236X</font> ======
====== <font style="visibility:hidden" size="0">ULF 236X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Kars_ULF_236X.png
|image=JJASBR_Kars_ULF_236L_(1).png
|caption=
|caption=
|image2=JJASBR_Kars_ULF_236L_(2).png
|caption2=Light
|image3=JJASBR_Kars_ULF_236M_(1).png
|caption3=
|image4=JJASBR_Kars_ULF_236M_(2).png
|caption4=Medium
|image5=JJASBR_Kars_ULF_236H.png
|caption5=Heavy
|name=Feast your eyes on my Hamon!
|name=Feast your eyes on my Hamon!
|input=236L/M/H
|input=236L/M/H
Line 903: Line 1,038:
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=30, 35
  |damage=65 (30, 35)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 911: Line 1,046:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Launches
*Notes 2
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 918: Line 1,051:
  |header=no
  |header=no
  |damage=75
  |damage=75
  |guard=Mid
  |guard=Overhead
  |startup=
  |startup=
  |active=
  |active=
Line 925: Line 1,058:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Causes crumple
*Notes 2
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
Line 932: Line 1,063:
  |header=no
  |header=no
  |damage=75
  |damage=75
  |guard=Mid
  |guard=Low
  |startup=
  |startup=
  |active=
  |active=
Line 939: Line 1,070:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Launches
Kars attacks with Hamon-charged fists, the technique performed determined by button input.
*Notes 2
----
'''L version:'''
 
Kars unleashes two quick high punches.
*Launches on hit.
----
'''M version:'''
 
Kars slides a distance forward while performing a downward elbow strike.
*Has Super Armor.
*Causes crumple on hit.
----
'''H version:'''
 
Kars dashes forward to unleash a powerful body blow.
*Has Super Armor.
*Launches on hit.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">ULF 214X</font> ======
====== <font style="visibility:hidden" size="0">ULF 623X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Kars_ULF_214L.png
|image=JJASBR_Kars_ULF_623X.png
|caption=Light
|caption=
|image2=JJASBR_Kars_ULF_214M.png
|name=This cannot be!
|caption2=Medium
|input=623L/M/H
|image3=JJASBR_Kars_ULF_214H.png
|caption3=Heavy
|name=The power of supreme genes!
|input=214L/M/H
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=11x6
  |damage=65 (15*3, 20)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 965: Line 1,108:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Notes 1
*Notes 2
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=58
  |damage=80 (20*4)
  |guard=Overhead
  |guard=
  |startup=
  |startup=
  |active=
  |active=
Line 979: Line 1,120:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Notes 1
*Notes 2
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=15x5
  |damage=170 (25*3, 95)
  |guard=Low
  |guard=
  |startup=
  |startup=
  |active=
  |active=
Line 993: Line 1,132:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Notes 1
Kars transforms his arm into a large octopus tentacle and swings it in a wide breadth.
*Notes 2
----
'''L version:'''
*Fastest variant.
----
'''M version:'''
*Average variant.
----
'''H version:'''
*Slowest variant.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">ULF 623X</font> ======
====== <font style="visibility:hidden" size="0">ULF 214X</font> ======
{{MoveData
{{MoveData
|image=JJASBR_Kars_ULF_623X.png
|image=JJASBR_Kars_ULF_214L.png
|caption=
|caption=Light
|name=This cannot be!
|image2=JJASBR_Kars_ULF_214M.png
|input=623L/M/H
|caption2=Medium
|image3=JJASBR_Kars_ULF_214H_(1).png
|caption3=
|image4=JJASBR_Kars_ULF_214H_(2).png
|caption4=Heavy
|name=The power of supreme genes!
|input=214L/M/H (Air OK)
|data=
|data=
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Light
  |version=Light
  |damage=15x3, 20
  |damage=66 (11*6)
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=
Line 1,015: Line 1,168:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Notes 1
*Notes 2
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Medium
  |version=Medium
  |header=no
  |header=no
  |damage=20x4
  |damage=58
  |guard=
  |guard=Overhead
  |startup=
  |startup=
  |active=
  |active=
Line 1,029: Line 1,180:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Notes 1
*Notes 2
  }}
  }}
  {{AttackData-ASBR
  {{AttackData-ASBR
  |version=Heavy
  |version=Heavy
  |header=no
  |header=no
  |damage=25x3, 95
  |damage=75 (15*5)
  |guard=
  |guard=Mid, Low
  |startup=
  |startup=
  |active=
  |active=
Line 1,043: Line 1,192:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Notes 1
Kars launches various animals from his body as projectiles.
*Notes 2
----
'''L version:'''
 
Kars fires off a volley of armadillo scales straight ahead.
*Moderately fast travel speed.
----
'''M version:'''
 
Kars jumps while launching a piranha that quickly arcs downwards.
*Causes crumple on hit.
----
'''H version:'''
 
Kars sics a squirrel created from his hand on his opponent.
*Launches on hit.
*Causes hard knockdown.
*Hits Mid while falling, hits Low afterwards.
*Tracks the opponent's location unless jumped past.
  }}
  }}
}}
}}
Line 1,054: Line 1,220:
|caption=
|caption=
|image2=JJASBR_Kars_ULF_Throw_(2).png
|image2=JJASBR_Kars_ULF_Throw_(2).png
|caption2=Forward
|caption2=
|image3=JJASBR_Kars_ULF_Throw_(3).png
|caption3=Back
|name=Throw
|name=Throw
|subtitle=You IDIOT!
|subtitle=You IDIOT!
Line 1,070: Line 1,234:
  |hitadv=
  |hitadv=
  |description=
  |description=
*Forward and Back Throws have unique animations.
Kars grins as he grabs the opponent, smashing them between his elbow and knee before shoving them away.
*Notes 2
*Leaves the opponent far away from Kars.
}}
*Both Throws are identical aside from direction.  
}}
 
====== <font style="visibility:hidden" size="0">Predator Wings</font> ======
{{MoveData
|image=JJASBR_Kars_ULF_28.png
|caption=
|image2=JJASBR_Kars_ULF_28_(Flight).png
|caption2=
|name=Predator Wings
|input=Any jump after 1/2/3
|data=
{{AttackData-ASBR
|damage=
|guard=
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|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)
}}
}}
 
====== <font style="visibility:hidden" size="0">Aerial Dash</font> ======
{{MoveData
|image=JJASBR_Kars_ULF_Jump_66.png
|caption=Forward
|image2=JJASBR_Kars_ULF_Jump_44.png
|caption2=Back
|name=Aerial Dash
|input=j.44 / j.66
|data=
{{AttackData-ASBR
|damage=
|guard=
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
*Air Dashes
*Notes 2
  }}
  }}
}}
}}

Revision as of 15:53, 27 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.
Playstyle
JJASBR Kars Small Icon.png Kars is a Mode character who utilizes his long-reaching normals and high damage to pressure the opponent into making bad decisions.
Pros Cons
  • 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 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.
  • 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 control if up against another character with strong safejumps.

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:

The tradeoff for using Mode is that while in either install, Kars is unable to build any meter until he either turns off Mode (by pressing Style again, only in Mode 1), uses an HHA, successfully completes his GHA, or is 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
JJASBR Kars 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid 5 - - -4 +2

Kars does a short jab with the tip of his elbow.

  • Stubby, not the best starter or neutral tool. 2L or 5M are preferred in neutral exchanges.
5M
5M
JJASBR Kars 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid 9 - - -6 0

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 medium scaling.
5H
5H
JJASBR Kars 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 35
Mode 1: 40 (20*2)
Mode 2: 45 (15*3)
Mid Normal: 13
Mode 1: 13(2)1
Mode 2: 13(2)1(2)1
- - Normal: -4
Mode 1: -2
Mode 2: 0
Normal: +4
Mode 1: +6
Mode 2: +8

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.
  • Combos into 3H if used as an anti-air, giving Kars a full combo.
2L
2L
JJASBR Kars 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low 7 - - -4 +2

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.
2M
2M
JJASBR Kars 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 7 - - -6 0

Kars does a short roundhouse sweep with his leg.

  • Stubby range, though it can occasionally poke out some moves that lose to crouchers.
2H
2H
JJASBR Kars 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Low 11 - - -10 -

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 Kars so exposed.
3H
3H
Sabers from my feet!
JJASBR Kars 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 25
Mode 1: 30 (15*2)
Mode 2: 36 (12*3)
Mid Normal: 21
Mode 1: 21(2)1
Mode 2: 21(2)1(2)1
- - Normal: -10
Mode 1: -8
Mode 2: -6
-

Kars kicks forward as a bone blade emerges from the underside of his foot.

  • Affected by Modes.
  • 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.
  • Air crushes if done to an aerial opponent, giving a free combo on anti-airs.
JL
j.L
JJASBR Kars Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 9 - - - -

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.
JM
j.M
JJASBR Kars Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Overhead 11 - - - -

Kars extends his leg to strike with an overhead attack.

  • 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.
  • Dash jump j.M is one of the most oppressive approaching tools in the game. Use it whenever possible.
JH
j.H
JJASBR Kars Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 40
Mode 1: 50 (25*2)
Mode 2: 60 (20*3)
Overhead Normal: 11
Mode 1: 11(2)1
Mode 2: 11(2)1(2)1
- - - -

A bone-blade strike with the edge of Kars' arm.

  • Affected by Modes.
  • 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.

Special Moves

236X
Cruel and beautiful violence!
236L/M/H
JJASBR Kars 236X (1).png
Start
Start
JJASBR Kars 236X (2).png
Second part of the H version
Second part of the H version
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Normal: 60 (10, 50)
Mode 1: 66 (12, 27*2)
Mode 2: 74 (14, 20*3)
Mid - - - - -
Medium Normal: 67 (12, 55)
Mode 1: 74 (14, 30*2)
Mode 2: 88 (16, 24*3)
Mid - - - - -
Heavy Normal: 80 (14, 66)
Mode 1: 86 (16, 35*2)
Mode 2: 102 (18, 28*3)
Mid - - - - -

Kars does an approaching bone blade slash.

  • Affected by Modes.

L version:

  • Kars stay same-side.
  • Occasionally a true blockstring out of a normal depending on spacing.

M version:

  • Kars stay same-side.
  • Occasionally a true blockstring out of a normal depending on spacing.

H version:

  • Kars crosses up to the other side of the opponent and follows up with a bladed uppercut.
  • Main juggle tool.
  • Never a true blockstring out of a normal regardless of spacing; requires using an assist in this situation.
623X
Behold, frozen brilliance!
623L/M/H
JJASBR Kars 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Normal: 44 (10*4, 4)
Mode 1: 60 (11*5, 6)
Mode 2: 80 (12*6, 8)
Mid - - - - -
Medium Normal: 61 (10*5, 6)
Mode 1: 74 (11*6, 8)
Mode 2: 94 (12*7, 10)
Mid - - - - -
Heavy Normal: 74 (10*6, 8)
Mode 1: 98 (11*7, 10)
Mode 2: 108 (12*9)
Mid - - - - -

Kars does a flurry of blade strikes.

  • Affected by Modes.
  • 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.
214X
Shatter against the wall!
214L/M/H (Air OK)
JJASBR Kars 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 Mid - - - - -
Medium 65 Mid - - - - -
Heavy 75 Mid - - - - -
Light (Air) 90 Mid 13 - - - -
Medium (Air) 100 Mid 13 - - - -
Heavy (Air) 110 Mid 13 - - - -

Kars does a strong mule kick against the back wall.

  • 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.

L version:

  • Fastest variant.
  • Mostly not that important, as it does less damage and its only benefit is starting up faster.

M version:

  • Mostly not that important, as it does less damage and its only benefit is starting up faster.

H version:

  • Slowest variant.
  • Kars' main combo ender.
  • High Guard Damage.
  • On block, 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.
22X
Victory is everything!
22L/M/H
Start
Start
JJASBR Kars 22L.png
Light
Light
JJASBR Kars 22M.png
Medium
Medium
JJASBR Kars 22H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Normal: 60
Mode 1: 64 (32*2)
Mode 2: 72 (24*3)
Overhead - - - - -
Medium Normal: 50
Mode 1: 85 (5, 80)
Mode 2: 90 (5*2, 80)
Low Normal: (62)15
Mode 1: (62)15(2)1
Mode 2: (62)15(2)1(2)1
- - -20 -
Heavy - - - - - - -

Kars does a small animation and then teleports to a specific location based on input.

  • All three teleports can be OS'd by running forward and doing a dash jump as late as possible.

L version:

Kars teleports above the opponent's current position and falls with an extended bone blade from his foot.

  • Affected by Modes.
  • 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.

M version:

Kars teleports and attacks the opponent's legs with a bone blade from his arm.

  • Affected by Modes.
  • Same-side low that launches on hit.
  • Pretty minus and risky, plus Kars can't combo off of this one.
  • Only teleport version that beats running straight ahead.

H version:

Kars teleports directly behind the opponent, with no initial hitbox.

  • Very powerful anti-zoning tool, as it can invalidate a lot of keepaway play if done at the right time.
  • Actionable almost immediately after the teleport animation ends, granting a hit/throw mixup or even a guaranteed whiff punish.

System Mechanics

Throw
Throw
I'll slice you in two!
5/4 + Any Two Attack Buttons
JJASBR Kars Throw (1).png
JJASBR Kars Throw (2).png
Forward
Forward
JJASBR Kars Throw (3).png
Back
Back
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 110 (10*6, 50) Throw - - - - -
Back 110 Throw - - - - -

Kars, using his arm bone blade, cuts the opponent down the middle and knocks them away.

  • Leaves the opponent far away from Kars.
  • Aside from unique animations and direction, both Throws are identical.
Assist
Assist
Victory is everything!
JJASBR Kars Assist (1).png
JJASBR Kars Assist (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 Overhead - - - - -

Kars teleports above the opponent's current position and falls with an extended bone blade from his foot.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 22L
5S
Light Mode
5S
JJASBR Kars Mode On (1).png
Animation
Animation
JJASBR Kars Mode On (2).png
Mode On
Mode On
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Mode On - - - - Total XX - -
Mode Off - - - - Total XX - -

Turns Light Mode on/off.

22S
Brilliant Bone Blades
22S
JJASBR Kars 22S (1).png
Animation
Animation
JJASBR Kars 22S (2).png
Mode On
Mode On
Not to be confused with the HHA
Not to be confused with the HHA
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Activates Brilliant Bone Blades.

  • Requires 1 HH Gauge.
  • Using an HHA during Brilliant Bone Blades will remove its meter cost.

Heart Heat Attack

Brilliant Bone Blades
236 + Any Two Attack Buttons
JJASBR Kars HHA (1).png
JJASBR Kars HHA (2).png
JJASBR Kars HHA (3).png
Not to be confused with the Mode
Not to be confused with the Mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
174 (6+12*5+18+20+70) Mid - - - - -

Kars licks the 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.

Great Heat Attack

Kars, the Ultimate Thing, is born!
236L+M+H
JJASBR Kars GHA (1).png
JJASBR Kars GHA (2).png
JJASBR Kars GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Kars dons the Stone Mask with the Red Stone of Aja inserted into it, going through a slow and entirely vulnerable animation of transforming. When the transformation is complete, Kars does a small cinematic cutscene before the install is finished.

  • Transformation.
  • Changes Kars' idle pose and crouching animations.
  • Grants Kars a new moveset and makes him immune to Hamon Damage.
  • Disables Light Mode and Brilliant Bone Blades (both the Mode and HHA) for the rest of the match.

Ultimate Life Form

Normal Moves

ULF 5L
5L
JJASBR Kars 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Mid 5 - - -4 +2

Kars does a short jab with the tip of his elbow.

  • Notes 1
  • Notes 2
ULF 5M
5M
JJASBR Kars 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
27 Mid 9 - - -4 +2

Kars stands on one foot and attacks with a leg strike from behind his back.

  • Notes 1
  • Notes 2
ULF 5H
5H
JJASBR Kars ULF 5H (1).png
JJASBR Kars ULF 5H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
44 (17, 27) Mid 11(8)1 - - -4 +4

Kars swings his arm for a two-hit blade strike.

  • Notes 1
  • Notes 2
ULF 2L
2L
JJASBR Kars ULF 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Low 7 - - -4 +2

Kars attacks with a short poke of his fingers to the opponent's lower half.

  • Notes 1
  • Notes 2
ULF 2M
2M
JJASBR Kars 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Low 7 - - -6 0

Kars does a short roundhouse sweep with his leg.

  • Notes 1
  • Notes 2
ULF 2H
2H
JJASBR Kars ULF 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 Mid 11 - - -10 -

Kars attacks with a bone blade while rising up.

  • Launches on hit.
  • Can be used as an anti-air due to how tall Kars is.
ULF 3H
6H
Brilliant Bone Blades
JJASBR Kars ULF 6H.png
Not to be confused with the Mode or the HHA
Not to be confused with the Mode or the HHA
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
50 Unblockable 27 - - - -

Kars charges forward and attacks with his bone blade in one fell swoop.

  • Launches on hit.
ULF JL
j.L
JJASBR Kars ULF Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Overhead 9 - - - -

Kars extends his knees downwards.

  • Notes 1
  • Notes 2
ULF JM
j.M
JJASBR Kars ULF Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 Overhead 11 - - - -

Kars kicks beneath him.

  • Notes 1
  • Notes 2
ULF JH
j.H
JJASBR Kars ULF Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
44 Overhead - - - - -

Kars attacks downwards with his wing.

  • Notes 1
  • Notes 2

Special Moves

ULF 28
Predator Wings
Any jump after 1/2/3
JJASBR Kars ULF 28.png
Predator Wings
Predator Wings
JJASBR Kars ULF 28 (Flight).png
Flight
Flight
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Predator Wings

Kars sprouts wings and jumps very high.

  • Can be canceled into from normals on hit or block.
  • Transitions into Flight.

Flight

Using his wings, Kars takes flight.

  • Drains HH Gauge while flying.
  • Can perform Aerial Chain Beat while flying.
  • Can cancel Flight by:
    • Pressing 5S.
    • Running out of HH Gauge.
    • Performing 3 actions (any combination between aerial attacks, special moves and Aerial Dash).
J44-J66
Aerial Dash
j.44 / j.66
JJASBR Kars ULF Jump 66.png
Forward
Forward
JJASBR Kars ULF Jump 44.png
Back
Back
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Kars quickly rushes forward or backwards with a flap of his wings.

  • Can only be used 3 times per Flight.
    • Performing aerial attacks or special moves reduces the amount of Aerial Dashes available.
ULF 236X
Feast your eyes on my Hamon!
236L/M/H
JJASBR Kars ULF 236L (1).png
JJASBR Kars ULF 236L (2).png
Light
Light
JJASBR Kars ULF 236M (1).png
Medium
Medium
JJASBR Kars ULF 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 65 (30, 35) Mid - - - - -
Medium 75 Overhead - - - - -
Heavy 75 Low - - - - -

Kars attacks with Hamon-charged fists, the technique performed determined by button input.


L version:

Kars unleashes two quick high punches.

  • Launches on hit.

M version:

Kars slides a distance forward while performing a downward elbow strike.

  • Has Super Armor.
  • Causes crumple on hit.

H version:

Kars dashes forward to unleash a powerful body blow.

  • Has Super Armor.
  • Launches on hit.
ULF 623X
This cannot be!
623L/M/H
JJASBR Kars ULF 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 65 (15*3, 20) Mid - - - - -
Medium 80 (20*4) - - - - - -
Heavy 170 (25*3, 95) - - - - - -

Kars transforms his arm into a large octopus tentacle and swings it in a wide breadth.


L version:

  • Fastest variant.

M version:

  • Average variant.

H version:

  • Slowest variant.
ULF 214X
The power of supreme genes!
214L/M/H (Air OK)
JJASBR Kars ULF 214L.png
Light
Light
JJASBR Kars ULF 214M.png
Medium
Medium
JJASBR Kars ULF 214H (1).png
JJASBR Kars ULF 214H (2).png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 66 (11*6) Mid - - - - -
Medium 58 Overhead - - - - -
Heavy 75 (15*5) Mid, Low - - - - -

Kars launches various animals from his body as projectiles.


L version:

Kars fires off a volley of armadillo scales straight ahead.

  • Moderately fast travel speed.

M version:

Kars jumps while launching a piranha that quickly arcs downwards.

  • Causes crumple on hit.

H version:

Kars sics a squirrel created from his hand on his opponent.

  • Launches on hit.
  • Causes hard knockdown.
  • Hits Mid while falling, hits Low afterwards.
  • Tracks the opponent's location unless jumped past.

System Mechanics

ULF Throw
Throw
You IDIOT!
5/4 + Any Two Attack Buttons
JJASBR Kars ULF Throw (1).png
JJASBR Kars ULF Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
110 Throw - - - - -

Kars grins as he grabs the opponent, smashing them between his elbow and knee before shoving them away.

  • Leaves the opponent far away from Kars.
  • Both Throws are identical aside from direction.

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh