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. | *Stubby, not the best starter or neutral tool. 2L or 5M are preferred 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 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 | |damage=Normal: 35<br>Mode 1: 40 (20*2)<br>Mode 2: 45 (15*3) | ||
|guard=Mid | |guard=Mid | ||
|startup=13 | |startup=Normal: 13<br>Mode 1: 13(2)1<br>Mode 2: 13(2)1(2)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-4 | |blockadv=Normal: -4<br>Mode 1: -2<br>Mode 2: 0 | ||
|hitadv=+4 | |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. | ||
*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 | *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. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=25 | |damage=Normal: 25<br>Mode 1: 30 (15*2)<br>Mode 2: 36 (12*3) | ||
|guard=Mid | |guard=Mid | ||
|startup=21 | |startup=Normal: 21<br>Mode 1: 21(2)1<br>Mode 2: 21(2)1(2)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-10 | |blockadv=Normal: -10<br>Mode 1: -8<br>Mode 2: -6 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Kars kicks forward as a bone blade emerges from the underside of his foot. | |||
*Affected by Modes. | *Affected by Modes. | ||
*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. | ||
}} | }} | ||
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*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 | *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 | |damage=Normal: 40<br>Mode 1: 50 (25*2)<br>Mode 2: 60 (20*3) | ||
|guard=Overhead | |guard=Overhead | ||
|startup=11 | |startup=Normal: 11<br>Mode 1: 11(2)1<br>Mode 2: 11(2)1(2)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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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. | ||
*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 | *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= | |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 | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage=10, 50 | |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 | |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 | |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 | Kars does an approaching bone blade slash. | ||
*Affected by Modes. | *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. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |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= | |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= | |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= | ||
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Kars does a flurry of blade strikes. | Kars does a flurry of blade strikes. | ||
*Affected by Modes. | *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. | *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= | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=65 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 410: | Line 420: | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version= | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=75 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
Line 422: | Line 432: | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version= | |version=Light (Air) | ||
|header=no | |header=no | ||
|damage= | |damage=90 | ||
|guard=Mid | |guard=Mid | ||
|startup=13 | |startup=13 | ||
Line 434: | Line 444: | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version= | |version=Medium (Air) | ||
|header=no | |header=no | ||
|damage= | |damage=100 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=13 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|description= | |description= | ||
Kars does a strong mule kick against the back wall. | 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 [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#Great Heat Attack|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. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage=60 | |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= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage=50 | |damage=Normal: 50<br>Mode 1: 85 (5, 80)<br>Mode 2: 90 (5*2, 80) | ||
|guard=Low | |guard=Low | ||
|startup=(62)15 | |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= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 519: | Line 531: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Kars does a small animation and then teleports to a specific location based on input. | 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= | |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 | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
* | 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. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Assist</font> ====== | ====== <font style="visibility:hidden" size="0">Assist</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |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! | ||
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|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 | ||
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====== <font style="visibility:hidden" size="0">22S</font> ====== | ====== <font style="visibility:hidden" size="0">22S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |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 | ||
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|description= | |description= | ||
Activates Brilliant Bone Blades. | Activates Brilliant Bone Blades. | ||
*Requires 1 | *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. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=174 (6+ | |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 | 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. | ||
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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. | ||
*Notes 1 | |||
*Notes 2 | |||
}} | }} | ||
}} | }} | ||
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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. | ||
*Notes 1 | |||
*Notes 2 | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">ULF 5H</font> ====== | ====== <font style="visibility:hidden" size="0">ULF 5H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |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 | ||
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|hitadv=+4 | |hitadv=+4 | ||
|description= | |description= | ||
Kars swings his arm for a two-hit blade strike. | |||
*Notes 1 | |||
*Notes 2 | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">ULF 2L</font> ====== | ====== <font style="visibility:hidden" size="0">ULF 2L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=JJASBR_Kars_ULF_2L.png | ||
|caption= | |caption= | ||
|name=2L | |name=2L | ||
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|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 | ||
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|hitadv=0 | |hitadv=0 | ||
|description= | |description= | ||
Kars does a short roundhouse sweep with his leg. | |||
*Notes 1 | *Notes 1 | ||
*Notes 2 | *Notes 2 | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
*Launches | 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. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
*Launches | Kars charges forward and attacks with his bone blade in one fell swoop. | ||
*Launches on hit. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Kars extends his knees downwards. | |||
*Notes 1 | *Notes 1 | ||
*Notes 2 | *Notes 2 | ||
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|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 | ||
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====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= | |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= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 918: | Line 1,051: | ||
|header=no | |header=no | ||
|damage=75 | |damage=75 | ||
|guard= | |guard=Overhead | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 925: | Line 1,058: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 932: | Line 1,063: | ||
|header=no | |header=no | ||
|damage=75 | |damage=75 | ||
|guard= | |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. | ||
* | ---- | ||
'''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 | ====== <font style="visibility:hidden" size="0">ULF 623X</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=JJASBR_Kars_ULF_623X.png | ||
|caption= | |caption= | ||
|name=This cannot be! | |||
|input=623L/M/H | |||
|name= | |||
|input= | |||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=65 (15*3, 20) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
Line 965: | Line 1,108: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=80 (20*4) | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 979: | Line 1,120: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=170 (25*3, 95) | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 993: | Line 1,132: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
* | 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. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">ULF | ====== <font style="visibility:hidden" size="0">ULF 214X</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=JJASBR_Kars_ULF_214L.png | ||
|caption= | |caption=Light | ||
|name= | |image2=JJASBR_Kars_ULF_214M.png | ||
|input= | |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= | |damage=66 (11*6) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
Line 1,015: | Line 1,168: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=58 | ||
|guard= | |guard=Overhead | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,029: | Line 1,180: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=75 (15*5) | ||
|guard= | |guard=Mid, Low | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,043: | Line 1,192: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
* | 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. | |||
}} | }} | ||
}} | }} | ||
Line 1,054: | Line 1,220: | ||
|caption= | |caption= | ||
|image2=JJASBR_Kars_ULF_Throw_(2).png | |image2=JJASBR_Kars_ULF_Throw_(2).png | ||
|caption2= | |caption2= | ||
|name=Throw | |name=Throw | ||
|subtitle=You IDIOT! | |subtitle=You IDIOT! | ||
Line 1,070: | Line 1,234: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
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. | |||
* | |||
}} | }} | ||
}} | }} |
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.
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 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
|
---|
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 (Air OK) |
---|
22X
Victory is everything!
22L/M/H |
---|
System Mechanics
Throw
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 28
Predator Wings
Any jump after 1/2/3 |
---|
J44-J66
Aerial Dash
j.44 / j.66 |
---|
ULF 236X
Feast your eyes on my Hamon!
236L/M/H |
---|
ULF 623X
This cannot be!
623L/M/H |
---|
ULF 214X
The power of supreme genes!
214L/M/H (Air OK) |
---|
System Mechanics
ULF Throw
Throw
You IDIOT! 5/4 + Any Two Attack Buttons |
---|