JoJo's Bizarre Adventure: All-Star Battle R/Kars: Difference between revisions
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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. | *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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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=Normal: | |damage=Normal: 40<br>Mode 1: 45 (15, 30)<br>Mode 2: 61 (12*2, 37) | ||
|guard=Mid | |guard=Mid | ||
|startup=Normal: 21<br>Mode 1: 21(2)1<br>Mode 2: 21(2)1(2)1 | |startup=Normal: 21<br>Mode 1: 21(2)1<br>Mode 2: 21(2)1(2)1 | ||
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Kars kicks forward as a bone blade emerges from the underside of his foot. | Kars kicks forward as a bone blade emerges from the underside of his foot. | ||
*Affected by Modes. | *Affected by Modes. | ||
*Launches, | *Launches on hit, leading 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. | *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. | **Extremely safe in Modes 1/2. | ||
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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, though 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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|description= | |description= | ||
Kars does an approaching bone blade slash. | Kars does an approaching bone blade slash. | ||
*Launches on hit. | |||
*Affected by Modes. | *Affected by Modes. | ||
---- | ---- | ||
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'''M version:''' | '''M version:''' | ||
*Kars stay same-side. | *Kars stay same-side. | ||
*The two hits will not combo into each other if Kars is too close to the opponent. | |||
*Occasionally a true blockstring out of a normal depending on spacing. | *Occasionally a true blockstring out of a normal depending on spacing. | ||
---- | ---- | ||
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*Kars crosses up to the other side of the opponent and follows up with a bladed uppercut. | *Kars crosses up to the other side of the opponent and follows up with a bladed uppercut. | ||
*Main juggle tool. | *Main juggle tool. | ||
*Never a true blockstring out of a normal regardless of spacing; requires using an | *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=Normal: | |damage=Normal: 54 (10*5, 4)<br>Mode 1: 72 (11*6, 6)<br>Mode 2: 80 (12*6, 8) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage=Normal: | |damage=Normal: 66 (10*6, 6)<br>Mode 1: 85 (11*7, 8)<br>Mode 2: 94 (12*7, 10) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage=Normal: | |damage=Normal: 78 (10*7, 8)<br>Mode 1: 98 (11*8, 10)<br>Mode 2: 108 (12*9) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage=Normal: | |damage=Normal: 80<br>Mode 1: 85 (5, 80)<br>Mode 2: 90 (5*2, 80) | ||
|guard=Low | |guard=Low | ||
|startup=Normal: (62)15<br>Mode 1: (62)15(2)1<br>Mode 2: (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 | ||
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|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=0 | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=174 (6+12*5+18+20+70) | |damage=Normal: 174 (6+12*5+18+20+70)<br>Mode: 191 (8+15*5+18+20+70) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= | ||
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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. | 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. | *Only Hit 8 triggers cinematic properties. | ||
*Affected by Modes. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage= | |damage=0 | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
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|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. 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. | ||
* | *Permanently transforms Kars into the Ultimate Life Form, granting him a new moveset and making him immune to Hamon Damage. | ||
*Changes Kars' idle pose and crouching animations | **Changes Kars' idle pose and crouching animations to reflect this. | ||
*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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*Can only be used 3 times per Flight. | *Can only be used 3 times per Flight. | ||
**Performing aerial attacks or special moves reduces the amount of Aerial Dashes available. | **Performing aerial attacks or special moves reduces the amount of Aerial Dashes available. | ||
*Kars cannot coliide with opponents during Aerial Dash. | |||
}} | }} | ||
}} | }} | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Kars attacks with Hamon-charged fists | Kars attacks with Hamon-charged fists. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
Line 1,128: | Line 1,131: | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=95 (25*3, 20) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup= |
Revision as of 14:57, 28 December 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 (ULF), 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 ULF 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 ULF when he loses access to his 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. In this state, Kars has a multitude of changes to his moveset, with all of his original special moves being 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.
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
|
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5H
5H
|
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2L
2L
|
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2M
2M
|
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2H
2H
|
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3H
3H
Sabers from my feet! |
---|
JL
j.L
|
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JM
j.M
|
---|
JH
j.H
|
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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 |
---|
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 6H
6H
Brilliant Bone Blades |
---|
ULF JL
j.L
|
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ULF JM
j.M
|
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ULF JH
j.H
|
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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 |
---|