JoJo's Bizarre Adventure: All-Star Battle R/Kars: Difference between revisions
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Kars does a short jab with the tip of his elbow. | Kars does a short jab with the tip of his elbow. | ||
* | *Unchanged from base form | ||
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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. | ||
* | *Unchanged from base form | ||
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Kars swings his arm for a two-hit blade strike. | Kars swings his arm for a two-hit blade strike. | ||
* | *Occasionally useful as a midscreen poke. | ||
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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. | ||
* | *Excellent low. Easily links into his 5M for optimal punishes. | ||
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Kars does a short roundhouse sweep with his leg. | Kars does a short roundhouse sweep with his leg. | ||
* | *Unchanged from base form | ||
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*Launches on hit. | *Launches on hit. | ||
*Can be used as an anti-air due to how tall Kars is. | *Can be used as an anti-air due to how tall Kars is. | ||
*ULF Kars' primary juggle tool. | |||
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*Launches on hit. | *Launches on hit. | ||
*Cannot be canceled into "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF 28|Predator Wings]]". | *Cannot be canceled into "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF 28|Predator Wings]]". | ||
*Cannot be chained into from any standard normal (only combos in juggles). | |||
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Kars extends his knees downwards. | Kars extends his knees downwards. | ||
* | *Stubby, won't work well in flight mode juggles. | ||
* | *Can see occasional use as a crossup tool, although his other two air normals are much better for this. | ||
*Better than base form j.L, but not by much. | |||
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Kars kicks beneath him. | Kars kicks beneath him. | ||
* | *Amazing tool. Useful for air to airs and crossups. | ||
* | *Extremely large vertical hitbox but very small horizontal hitbox, so use j.H in situations where j.M won't reach. | ||
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|caption= | |caption= | ||
|name=j.H | |name=j.H | ||
|subtitle= | |subtitle= This is somebody at CC2's crowning achievement | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
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Kars attacks downwards with his wing. | Kars attacks downwards with his wing. | ||
* | *God button. Can be used for air-to-airs, jump-ins, crossups, juggles... whatever you want. | ||
* | *Like base form with j.M, ULF dash jump j.H is one of the most oppressive approach tools in the game. Between his great projectiles, this makes Kars' approach almost impossible to prevent. | ||
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**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. | *Kars cannot coliide with opponents during Aerial Dash. | ||
*Extremely good movement tool, combined with the omni-directional air movement Kars has in Flight Mode. | |||
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Kars unleashes two quick high punches. | Kars unleashes two quick high punches. | ||
*Launches on hit. | *Launches on hit. | ||
*Primary 1 bar combo starter. | |||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
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*Has Super Armor. | *Has Super Armor. | ||
*Launches on hit. | *Launches on hit. | ||
*Used heavily in 2H juggles. | |||
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Kars transforms his arm into a large octopus tentacle and swings it in a wide breadth. | Kars transforms his arm into a large octopus tentacle and swings it in a wide breadth. | ||
*Grants hard knockdown on hit. | |||
*Can be canceled into "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF 28|Predator Wings]]". | *Can be canceled into "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF 28|Predator Wings]]". | ||
*Very useful anti-air, as well as primary combo ender. Performing a jump cancel into Flight Mode and immediately dashing to the opponent gives Kars a very advantageous oki situation. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
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Kars fires off a volley of armadillo scales straight ahead. | Kars fires off a volley of armadillo scales straight ahead. | ||
*Moderately fast travel speed. | *Moderately fast travel speed. | ||
*The amount of projectiles that are fired makes 214L act as a poor man's Emerald Splash. Very strong against characters without projectile options, but will usually lose to better fireballs. | |||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
Kars jumps back while launching a piranha that quickly arcs downwards. | Kars jumps back while launching a piranha that quickly arcs downwards. | ||
*Causes crumple on hit. | *Causes crumple on hit (HKD on air hit). | ||
*Good get-off-me tool, can be used in combination with j44 to quickly reset to neutral. | |||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
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*Hits Mid while falling, and hits Low afterwards. | *Hits Mid while falling, and hits Low afterwards. | ||
*Tracks the opponent's location unless jumped past. | *Tracks the opponent's location unless jumped past. | ||
*Much like 214L mimicking Emerald Splash, 214H is a weaker and less effective version of Johnny's hole projectile. Use it in situations where you have time to let the animation safely play out, as it takes a while for Kars to be actionable again. | |||
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*Leaves the opponent far away from Kars. | *Leaves the opponent far away from Kars. | ||
*Both Throws are identical aside from direction. | *Both Throws are identical aside from direction. | ||
*Notably low range | |||
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Revision as of 14:31, 2 March 2023
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.
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.
- Stone Mask: Kars incurs White Damage whenever he is hit, is susceptible to Hamon Damage (does not apply in ULF), and can only be used in certain stages without completing certain in-game conditions.
- 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
![JJASBR Blue Stone Mask Icon.png](/images/e/e1/JJASBR_Blue_Stone_Mask_Icon.png)
![JJASBR Red Stone Mask Icon.png](/images/f/f6/JJASBR_Red_Stone_Mask_Icon.png)
Normal Form
Normal Moves
5L
5L
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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! |
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JL
j.L
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JM
j.M
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JH
j.H
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Special Moves
236X
Cruel and beautiful violence! 236L/M/H Start Start Second part of the H version Second part of the H version
|
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623X
Behold, frozen brilliance!
623L/M/H |
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214X
Shatter against the wall!
214L/M/H (Air OK) |
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22X
Victory is everything! 22L/M/H Start Start Light Light Medium Medium Heavy Heavy
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System Mechanics
Throw
Throw I'll slice you in two! 5/4 + Any Two Attack Buttons Forward Forward Back Back
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Assist
Assist
Victory is everything! |
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5S
Light Mode 5S Animation Animation Mode On Mode On
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22S
Brilliant Bone Blades 22S Animation Animation Mode On Mode On Not to be confused with the HHA Not to be confused with the HHA
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Heart Heat Attack
Brilliant Bone Blades 236 + Any Two Attack Buttons Not to be confused with the Mode Not to be confused with the Mode
|
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Great Heat Attack
Kars, the Ultimate Thing, is born!
236L+M+H |
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Ultimate Life Form
Normal Moves
ULF 5L
5L
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ULF 5M
5M
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ULF 5H
5H
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ULF 2L
2L
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ULF 2M
2M
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ULF 2H
2H
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ULF 6H
6H Brilliant Bone Blades Not to be confused with the Mode or the HHA Not to be confused with the Mode or the HHA
|
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ULF JL
j.L
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ULF JM
j.M
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ULF JH
j.H
This is somebody at CC2's crowning achievement |
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Special Moves
ULF 28
Predator Wings Any jump after 1/2/3 Predator Wings Predator Wings Flight Flight
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J44-J66
Aerial Dash j.44 / j.66 Forward Forward Back Back
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ULF 236X
Feast your eyes on my Hamon! 236L/M/H Light Light Medium Medium Heavy Heavy
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ULF 623X
This cannot be!
623L/M/H |
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ULF 214X
The power of supreme genes! 214L/M/H (Air OK) Light Light Medium Medium Heavy Heavy
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System Mechanics
ULF Throw
Throw
You IDIOT! 5/4 + Any Two Attack Buttons |
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