JoJo's Bizarre Adventure: All-Star Battle R/Kars: Difference between revisions
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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. | 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 hitconfirm potential on them as well as giving him an easy cancel option to continue his | 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 hitconfirm potential on them as well as giving him an easy cancel option to continue his mix-ups. 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 "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF 214X|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. | 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 "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF 214X|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 | 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 mix-ups 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. | *'''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. | *'''Modes''': Kars has two main installs, both of which change the properties on his blade-related normals and special moves. | ||
*'''Ultimate Life Form''': | *'''Ultimate Life Form''': Kars can transform into the Ultimate Life Form, gaining access to new moves and abilites for the remainder of the match. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = [[file:JJASBR_Kars_Small_Icon.png|50px]] '''Kars''' is a Mode character who utilizes his long-reaching normals and high damage to pressure the opponent into making bad decisions. | | intro = [[file:JJASBR_Kars_Small_Icon.png|50px]] '''Kars''' is a Mode character who utilizes his long-reaching normals and high damage to pressure the opponent into making bad decisions. | ||
| pros = | | pros = | ||
* '''Overwhelming | * '''Overwhelming Mix-ups:''' 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 mix-ups. Between his incredible meaty pressure and the threat of strike/throw teleport, Kars is ahead of the class when it comes to the volatility of his okizeme. | ||
* '''Powerful Neutral Presence:''' Kars has multiple excellent buttons for neutral play, | * '''Powerful Neutral Presence:''' Kars has multiple excellent buttons for neutral play, such as j.M, 5M and his blade-related normals during Modes. He has an unprecedented amount of advantage on his scramble buttons compared to the rest of the cast, meaning that blocking one stray normal can lead into a full mix-up. | ||
* '''Phenomenal Damage and Meter Gain:''' Kars' main combo routes are generally quite simple execution-wise, and almost none of require meter to get solid damage, being able to routinely go up to 350 and further without the use of the Heart Heat Gauge. This leads to Kars being a meter battery, building an exceptional amount of resources that he can cash out with his "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#22S|Brilliant Bone Blades]]" install, [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#Heart Heat Attack|HHA]], or [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#Great Heat Attack|GHA]]. | * '''Phenomenal Damage and Meter Gain:''' Kars' main combo routes are generally quite simple execution-wise, and almost none of require meter to get solid damage, being able to routinely go up to 350 and further without the use of the Heart Heat Gauge. This leads to Kars being a meter battery, building an exceptional amount of resources that he can cash out with his "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#22S|Brilliant Bone Blades]]" install, [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#Heart Heat Attack|HHA]], or [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#Great Heat Attack|GHA]]. | ||
* '''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 | * '''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 mix-up-heavy rushdown beast to a keepaway zoner and everything in between. | ||
|cons = | |cons = | ||
* '''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, he can quite easily get two-touched or even TOD'd with the right resources and routes. | * '''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, he can quite easily get two-touched or even TOD'd with the right resources and routes. | ||
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==Move List== | ==Move List== | ||
<div style="position: sticky; top: 0; display: flex; justify-content: center; background-color: #cacace;" class="movelist-toggles sticky"> | <div style="position: sticky; top: 0; display: flex; justify-content: center; background-color: #cacace;" class="movelist-toggles sticky"> | ||
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:JJASBR_Blue_Stone_Mask_Icon.png|link=| | <div id="movelist-toggle-1" class="movelist-toggle-button">[[File:JJASBR_Blue_Stone_Mask_Icon.png|link=]][[File:JJASBR_Normal_Icon.png|link=]]</div> | ||
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:JJASBR_Red_Stone_Mask_Icon.png|link=| | <div id="movelist-toggle-2" class="movelist-toggle-button">[[File:JJASBR_Red_Stone_Mask_Icon.png|link=]][[File:JJASBR_ULF_Icon.png|link=]]</div> | ||
</div> | </div> | ||
<div id="movelist-1" class="movelist"><!-- Nomal Move List --> | <div id="movelist-1" class="movelist"><!-- Nomal Move List --> | ||
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|damage=15 | |damage=15 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=4 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-4 | |blockadv=-4 | ||
|hitadv= | |hitadv=0 | ||
|description= | |description= | ||
Kars does a short jab with the tip of his elbow. | Kars does a short jab with the tip of his elbow. | ||
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|damage=25 | |damage=25 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-6 | |blockadv=-6 | ||
|hitadv= | |hitadv=-2 | ||
|description= | |description= | ||
Kars stands on one foot and attacks with a leg strike from behind his back. | Kars stands on one foot and attacks with a leg strike from behind his back. | ||
*Big range and quick startup. | *Big range and quick startup. | ||
*Amazing in neutral, as it can stuff a lot of approaches | *Amazing in neutral, as it can stuff a lot of approaches. | ||
}} | }} | ||
}} | }} | ||
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|damage=Normal: 35<br>Mode 1: 40 (20*2)<br>Mode 2: 45 (15*3) | |damage=Normal: 35<br>Mode 1: 40 (20*2)<br>Mode 2: 45 (15*3) | ||
|guard=Mid | |guard=Mid | ||
|startup=Normal: | |startup=Normal: 12<br>Mode 1: 12(1)1<br>Mode 2: 12(1)1(1)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=Normal: -4<br>Mode 1: -2<br>Mode 2: 0 | |blockadv=Normal: -4<br>Mode 1: -2<br>Mode 2: 0 | ||
|hitadv=Normal: + | |hitadv=Normal: +2<br>Mode 1: +4<br>Mode 2: +6 | ||
|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. | ||
* | *Great poke as it moves Kars forward significantly and is safe on block. | ||
*Combos into 3H if used as an anti-air, giving Kars a full combo. | *Combos into 3H if used as an anti-air, giving Kars a full combo. | ||
}} | }} | ||
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|damage=14 | |damage=14 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-4 | |blockadv=-4 | ||
|hitadv= | |hitadv=0 | ||
|description= | |description= | ||
Kars attacks with a short poke of his fingers to the opponent's lower half. | Kars attacks with a short poke of his fingers to the opponent's lower half. | ||
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|damage=23 | |damage=23 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-6 | |blockadv=-6 | ||
|hitadv= | |hitadv=-2 | ||
|description= | |description= | ||
Kars does a short roundhouse sweep with his leg. | Kars does a short roundhouse sweep with his leg. | ||
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|damage=34 | |damage=34 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-10 | |blockadv=-10 | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
Kars does an approaching slide, kicking his legs into the air. | Kars does an approaching slide, kicking his legs into the air. | ||
*Launches on hit. | |||
*Mainly combo filler for his 236H loops, as he has better lows and better neutral buttons that don't leave Kars so exposed. | *Mainly combo filler for his 236H loops, as he has better lows and better neutral buttons that don't leave Kars so exposed. | ||
}} | }} | ||
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|damage=Normal: 40<br>Mode 1: 45 (15, 30)<br>Mode 2: 61 (12*2, 37) | |damage=Normal: 40<br>Mode 1: 45 (15, 30)<br>Mode 2: 61 (12*2, 37) | ||
|guard=Mid | |guard=Mid | ||
|startup=Normal: | |startup=Normal: 20<br>Mode 1: 20(1)1<br>Mode 2: 20(1)1(1)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=Normal: -10<br>Mode 1: -8<br>Mode 2: -6 | |blockadv=Normal: -10<br>Mode 1: -8<br>Mode 2: -6 | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
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 on hit, leading into his main air juggles and loops. The main tool for extending combos. | *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 | *Gives relative safety if canceled into on block (particularly while in Modes 1/2), though how safe Kars is depends on the character matchup; safer options should be used in case the opponent has a way to punish. | ||
* | *Outprioritizes most aerial attacks, giving a free combo on anti-airs. | ||
}} | }} | ||
}} | }} | ||
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|damage=18 | |damage=18 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|description= | |description= | ||
A fist strike from the air. | A fist strike from the air. | ||
*Both Kars's fist and knee possess hitboxes. | |||
*Superceded by Kars' two other amazing air normals, though it can occasionally be useful for fakeout overheads to try and catch a Stylish Guard. | *Superceded by Kars' two other amazing air normals, though it can occasionally be useful for fakeout overheads to try and catch a Stylish Guard. | ||
}} | }} | ||
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|damage=28 | |damage=28 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|description= | |description= | ||
Kars extends his leg to strike with an overhead attack. | Kars extends his leg to strike with an overhead attack. | ||
*Extremely deceptive hitboxes on the front and back of the animation. Amazing for | *Extremely deceptive hitboxes on the front and back of the animation. Amazing for cross-ups. | ||
*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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|damage=Normal: 40<br>Mode 1: 50 (25*2)<br>Mode 2: 60 (20*3) | |damage=Normal: 40<br>Mode 1: 50 (25*2)<br>Mode 2: 60 (20*3) | ||
|guard=Overhead | |guard=Overhead | ||
|startup=Normal: | |startup=Normal: 10<br>Mode 1: 10(1)1<br>Mode 2: 10(1)1(1)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
Kars does an approaching bone blade slash. | Kars does an approaching bone-blade slash. | ||
*The version used alters the distance Kars covers. | |||
*Launches on hit. | *Launches on hit. | ||
*Affected by Modes. | *Affected by Modes. | ||
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---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Kars | *Kars crosses up to the other side, staying same-side if the opponent is too far. | ||
*The two hits will not combo into each other if Kars is too close to the opponent. | *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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|damage=Normal: 54 (10*5, 4)<br>Mode 1: 72 (11*6, 6)<br>Mode 2: 80 (12*6, 8) | |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=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-20 | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
}} | }} | ||
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|damage=Normal: 66 (10*6, 6)<br>Mode 1: 85 (11*7, 8)<br>Mode 2: 94 (12*7, 10) | |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=18 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-24 | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
}} | }} | ||
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|damage=Normal: 78 (10*7, 8)<br>Mode 1: 98 (11*8, 10)<br>Mode 2: 108 (12*9) | |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=22 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-28 | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
Kars does a flurry of blade strikes. | Kars does a flurry of blade strikes. | ||
*The version used alters both the amount of hits and the distance Kars covers. | |||
*The final hit launches. | |||
*Affected by Modes. | *Affected by Modes. | ||
* | *Can provide high damage links in wall combos. | ||
*Occasionally works as an anti-air. | |||
*Could be used as a poke, but it's worse than 5H in most situations. While it does have more damage and active frames in comparison, Kars needs to use HHA or Flash Cancel to combo after, and only the H version has more range than 5H. | |||
---- | |||
'''L version:''' | |||
*Kars stays in place. | |||
---- | |||
'''M version:''' | |||
*Kars moves forward slightly. | |||
---- | |||
'''H version:''' | |||
*Kars moves forward more. | |||
}} | }} | ||
}} | }} | ||
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|damage=90 | |damage=90 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|damage=100 | |damage=100 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|damage=110 | |damage=110 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=12 | ||
|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 | *The version used alters the distance Kars covers. | ||
*Causes knockback on hit and triggers a wallbounce. | |||
*Because it can launch the opponent across the screen if done facing away from a wall, it grants access to the only true setup into [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#Great Heat Attack|GHA]]. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Fastest variant. | *Fastest variant. | ||
*Moves forward the least. | |||
*Mostly not that important, as it does less damage and its only benefit is starting up faster. | *Mostly not that important, as it does less damage and its only benefit is starting up faster. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
*Intermediate variant. | |||
*Moves forward more. | |||
*Mostly not that important, as it does less damage and its only benefit is starting up faster. | *Mostly not that important, as it does less damage and its only benefit is starting up faster. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Slowest variant. | *Slowest variant. | ||
*Moves forward the most. | |||
*Kars' main combo ender. | *Kars' main combo ender. | ||
*On block, a Flash Cancel or Assist call after the initial blocked hit gives Kars more than enough plus frames to force more mix-ups or place pressure on the opponent's Guard Gauge. Burning leftover meter on a 214H mix-up from time to time can keep Kars safe. | |||
*On block, a Flash Cancel or Assist call after the initial blocked hit gives Kars more than enough plus frames to force more | |||
}} | }} | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv=Groundbounce | ||
|description= | |description= | ||
}} | }} | ||
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|damage=Normal: 80<br>Mode 1: 85 (5, 80)<br>Mode 2: 90 (5*2, 80) | |damage=Normal: 80<br>Mode 1: 85 (5, 80)<br>Mode 2: 90 (5*2, 80) | ||
|guard=Low | |guard=Low | ||
|startup=Normal: (62) | |startup=Normal: (62)14<br>Mode 1: (62)14(1)1<br>Mode 2: (62)14(1)1(1)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-20 | |blockadv=-20 | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
}} | }} | ||
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|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=Total XX | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Kars | After gathering energy, Kars teleports towards the opponent. | ||
*All three teleports can be OS'd by running forward and doing a dash-jump as late as possible. | *The version used changes the action Kars takes after teleporting. | ||
*All three teleports can be OS'd in neutral by running forward and doing a dash-jump as late as possible. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
Kars teleports above the opponent's current position and falls with an extended bone blade from his foot. | Kars teleports above the opponent's current position and falls with an extended bone-blade from his foot. | ||
*Affected by Modes. | *Affected by Modes. | ||
*Causes a groundbounce on hit, letting Kars get a full combo from it. | *Causes a groundbounce on hit, letting Kars get a full combo from it. | ||
*One of the main tentpoles of Kars' offense. Plus on block and an | *One of the main tentpoles of Kars' offense. Plus on block and an Overhead that's incredibly easy to meaty. | ||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
Kars teleports and attacks the opponent's legs with a bone blade from his arm. | Kars teleports and attacks the opponent's legs with a bone-blade from his arm. | ||
*Affected by Modes. | *Affected by Modes. | ||
*Same-side low that launches on hit. | *Same-side low that launches on hit. | ||
*Pretty minus and risky, | *Pretty minus and risky, as Kars can't combo off of this one unless Modes are active. | ||
* | *The only teleport version that beats running straight ahead. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
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Kars teleports directly behind the opponent without attacking. | Kars teleports directly behind the opponent without attacking. | ||
*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 | *Actionable almost immediately after the teleport animation ends, granting a hit/throw mix-up or even a guaranteed whiff punish. | ||
}} | }} | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv=HKD | ||
|description= | |description= | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv=HKD | ||
|description= | |description= | ||
Kars, using his arm bone blade, cuts the opponent down the middle and knocks them away. | Kars, using his arm bone-blade, cuts the opponent down the middle and knocks them away. | ||
*Leaves the opponent far away from Kars. | *Leaves the opponent far away from Kars. | ||
*Aside from unique animations and direction, both Throws are identical. | *Aside from unique animations and direction, both Throws are identical. | ||
Line 608: | Line 629: | ||
|caption2= | |caption2= | ||
|name=Assist | |name=Assist | ||
|subtitle=Victory is everything! | |subtitle=Victory is everything!<br>{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Assault}}{{NotationIcon-ASBR|Burst}} | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
Line 617: | Line 638: | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv=Groundbounce | ||
|description= | |description= | ||
Kars teleports above the opponent's current position and falls with an extended bone blade from his foot. | 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 | ||
*Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#22X|22L]] | *Based on [[JoJo's Bizarre Adventure: All-Star Battle R/Kars#22X|22L]] | ||
*Causes a groundbounce on hit. | *Causes a groundbounce on hit. | ||
*Tracks the opponent's location. | |||
}} | }} | ||
}} | }} | ||
Line 659: | Line 681: | ||
|description= | |description= | ||
Turns Light Mode on/off. | Turns Light Mode on/off. | ||
*Has incredibly quick startup, allowing for mid-combo or blockstring uses similar to a Quick Stand On. | |||
*Conversely, it has large recovery on deactivation. | |||
}} | }} | ||
}} | }} | ||
Line 681: | Line 705: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Kars enhances the cutting power of his Brilliant Bone Blades. | |||
*Requires 1 HH Gauge. | *Requires 1 HH Gauge. | ||
*Using an HHA during | *Using an HHA during Mode 2 will remove its meter cost. | ||
}} | }} | ||
}} | }} | ||
Line 705: | Line 729: | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv=Crumple | ||
|description= | |description= | ||
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 | *Causes crumple against grounded opponents, while causing hard knockdown against airborne ones. | ||
**Due to this difference in hit effects, airborne opponents will end up closer to Kars after a successful hit. | |||
*Only Hit 7 triggers cinematic properties. | |||
*Affected by Modes. | *Affected by Modes. | ||
}} | }} | ||
Line 729: | Line 755: | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=Total XX | ||
|blockadv= | |blockadv= | ||
|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 | Kars dons the Stone Mask with the Red Stone of Aja inserted into it, going through a slow and entirely vulnerable transformation. Upon completion, Kars demonstrates his shape-shifting abilities before returning to the battle. | ||
*Permanently transforms Kars into the Ultimate Life Form, granting him a new moveset and making him immune to Hamon Damage. | *Permanently transforms Kars into the Ultimate Life Form, granting him a new moveset and making him immune to Hamon Damage. | ||
**Kars' idle and crouching animations change to reflect this. | **Kars' idle and crouching animations change to reflect this. | ||
Line 753: | Line 779: | ||
|damage=17 | |damage=17 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=4 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 760: | Line 786: | ||
|description= | |description= | ||
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. | *Unchanged from base form, aside from a slight increase in damage. Comes complete with the same uses. | ||
}} | }} | ||
}} | }} | ||
Line 774: | Line 800: | ||
|damage=27 | |damage=27 | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-4 | |blockadv=-4 | ||
|hitadv= | |hitadv=0 | ||
|description= | |description= | ||
Kars stands on one foot and attacks with a leg strike from behind his back. | Kars stands on one foot and attacks with a leg strike from behind his back. | ||
*Unchanged from base form. | *Unchanged from base form, aside from a slight increase in damage. Comes complete with the same uses. | ||
}} | }} | ||
}} | }} | ||
Line 797: | Line 823: | ||
|damage=44 (17, 27) | |damage=44 (17, 27) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=10(7)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-4 | |blockadv=-4 | ||
|hitadv=+ | |hitadv=+2 | ||
|description= | |description= | ||
Kars swings his arm for a two-hit blade strike. | Kars swings his arm for a two-hit blade strike. | ||
Line 818: | Line 844: | ||
|damage=16 | |damage=16 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-4 | |blockadv=-4 | ||
|hitadv= | |hitadv=0 | ||
|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. | ||
Line 839: | Line 865: | ||
|damage=25 | |damage=25 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=-6 | |blockadv=-6 | ||
|hitadv= | |hitadv=-2 | ||
|description= | |description= | ||
Kars does a short roundhouse sweep with his leg. | Kars does a short roundhouse sweep with his leg. | ||
*Unchanged from base form. | *Unchanged from base form, aside from a slight increase in damage. Comes complete with the same uses. | ||
}} | }} | ||
}} | }} | ||
Line 858: | Line 884: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=38 | |damage=38 (10, 28) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=10(1)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv=- | |blockadv=-8 | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
Kars attacks with a bone blade while rising up. | Kars attacks with a bone-blade while rising up. | ||
*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. | ||
Line 883: | Line 909: | ||
|damage=50 | |damage=50 | ||
|guard=Unblockable | |guard=Unblockable | ||
|startup= | |startup=26 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
Kars charges forward and attacks with his bone blade in one fell swoop. | Kars charges forward and attacks with his bone-blade in one fell swoop. | ||
*Launches on hit. | *Launches on hit. | ||
*Cannot be Flash Canceled. | |||
*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]]". | ||
* | *Too slow to combo from any standard normal against grounded opponents. | ||
}} | }} | ||
}} | }} | ||
Line 906: | Line 933: | ||
|damage=20 | |damage=20 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 913: | Line 940: | ||
|description= | |description= | ||
Kars extends his knees downwards. | Kars extends his knees downwards. | ||
*Better than base form j.L, but not by much. | *Better than base form j.L, but not by much. | ||
*Stubby, won't work well in Flight juggles. | |||
*Can see occasional use as a cross-up tool, although his other two air normals are much better for this. | |||
}} | }} | ||
}} | }} | ||
Line 927: | Line 954: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=30 | |damage=30 (15*2) | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=10(1)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 936: | Line 963: | ||
|description= | |description= | ||
Kars kicks beneath him. | Kars kicks beneath him. | ||
*Amazing tool. Useful for air to airs and | *Amazing tool. Useful for air to airs and cross-ups. | ||
*Extremely large vertical hitbox but very small horizontal hitbox, so use j.H in situations where j.M won't reach. | *Extremely large vertical hitbox but very small horizontal hitbox, so use j.H in situations where j.M won't reach. | ||
}} | }} | ||
Line 946: | Line 973: | ||
|caption= | |caption= | ||
|name=j.H | |name=j.H | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|damage=44 | |damage=44 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv=Groundbounce | ||
|description= | |description= | ||
Kars attacks downwards with his wing. | Kars attacks downwards with his wing. | ||
*God button. Can be used for air-to-airs, jump-ins, | *Causes a groundbounce on hit. | ||
* | *God button. Can be used for air-to-airs, jump-ins, cross-ups, juggles... the sky's the limit. | ||
*As with j.M while in base form, 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. | |||
*Starts downwards momentum equal to regular falling speed upon startup, even if used during "Flight". | |||
}} | }} | ||
}} | }} | ||
Line 967: | Line 996: | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_ULF_28.png | |image=JJASBR_Kars_ULF_28.png | ||
|caption= | |caption= | ||
|name=Predator Wings | |name=Predator Wings | ||
|input=Any jump after 1/2/3 | |input=Any jump after 1/2/3 | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Neutral / Forward | |||
|damage=15 | |||
|guard=Mid | |||
|startup=8 | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv=KD | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Back | |||
|header=no | |||
|damage= | |damage= | ||
|guard= | |guard= | ||
Line 982: | Line 1,022: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Kars sprouts wings and jumps very high. | Kars sprouts wings and jumps very high. | ||
*Can be canceled | *Does not possess a hitbox if performed backwards. | ||
*Transitions into Flight | *Launches on hit, making it great for juggles. | ||
*Can be canceled from most normals on hit or block (except 6H). | |||
*Transitions into "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF Flight|Flight]]" upon completion, unless Kars has no HH Gauge available. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">J44-J66</font> ====== | ====== <font style="visibility:hidden" size="0">ULF J44-J66</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=JJASBR_Kars_ULF_Jump_66.png | |image=JJASBR_Kars_ULF_Jump_66.png | ||
Line 1,010: | Line 1,040: | ||
|data= | |data= | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Forward | |||
|damage=15 | |||
|guard=Mid | |||
|startup=6 | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv=KD | |||
|description= | |||
}} | |||
{{AttackData-ASBR | |||
|version=Back | |||
|header=no | |||
|damage= | |damage= | ||
|guard= | |guard= | ||
Line 1,019: | Line 1,062: | ||
|description= | |description= | ||
Kars quickly rushes forward or backwards with a flap of his wings. | Kars quickly rushes forward or backwards with a flap of his wings. | ||
*Can only be used 3 times per Flight | *Only the Forward version has a hitbox. | ||
*The Forward version launches on hit. | |||
* | *Transitions into "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF Flight|Flight]]" upon completion, unless Kars has no HH Gauge available. | ||
*Extremely good movement tool, combined with the omni-directional air movement Kars has in Flight | **Can only be used 3 times per Flight; performing aerial attacks or special moves reduces the amount of uses available. | ||
*Causes a soft knockdown on hit, but is an extremely workable knockdown. | |||
*Extremely good movement tool, combined with the omni-directional air movement Kars has during Flight. Very hard to challenge while in midair. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">ULF Flight</font> ====== | |||
{{MoveData | |||
|image=JJASBR_Kars_ULF_28_(Flight).png | |||
|caption= | |||
|name=Flight | |||
|input=Automatic after "Predator Wings", "Aerial Dash" or "The power of supreme genes!" (Air) | |||
|data= | |||
{{AttackData-ASBR | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Using his wings, Kars takes flight. | |||
*Drains HH Gauge while flying. | |||
*Kars has access to Aerial Chain Beat while flying. | |||
*Flight can be canceled by landing, pressing S, running out of HH Gauge, or performing 3 air actions (any combination between aerial attacks, special moves and "Aerial Dash"). | |||
}} | }} | ||
}} | }} | ||
Line 1,032: | Line 1,100: | ||
|image2=JJASBR_Kars_ULF_236L_(2).png | |image2=JJASBR_Kars_ULF_236L_(2).png | ||
|caption2=Light | |caption2=Light | ||
|image3= | |image3=JJASBR_Kars_ULF_236M.png | ||
|caption3= | |caption3=Medium | ||
|image4= | |image4=JJASBR_Kars_ULF_236H.png | ||
|caption4 | |caption4=Heavy | ||
|name=Feast your eyes on my Hamon! | |name=Feast your eyes on my Hamon! | ||
|input=236L/M/H | |input=236L/M/H | ||
Line 1,047: | Line 1,111: | ||
|damage=65 (30, 35) | |damage=65 (30, 35) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=16(11)1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-12 | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
}} | }} | ||
Line 1,057: | Line 1,121: | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=100 | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=24 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-6 | ||
|hitadv= | |hitadv=KD | ||
|description= | |description= | ||
}} | }} | ||
Line 1,069: | Line 1,133: | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=100 | ||
|guard=Low | |guard=Low | ||
|startup= | |startup=26 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-10 | ||
|hitadv= | |hitadv=HKD (KD) | ||
|description= | |description= | ||
Kars attacks with Hamon-charged fists. | Kars attacks with Hamon-charged fists. | ||
*The version used determines the attack. | |||
*Deals Hamon Damage. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
Line 1,089: | Line 1,155: | ||
Kars slides a distance forward while performing a downward elbow strike. | Kars slides a distance forward while performing a downward elbow strike. | ||
*Has Super Armor. | *Has Super Armor. | ||
*Causes | *Causes a soft knockdown. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
Line 1,095: | Line 1,161: | ||
Kars dashes forward to unleash a powerful body blow. | Kars dashes forward to unleash a powerful body blow. | ||
*Has Super Armor. | *Has Super Armor. | ||
* | *Causes hard knockdown against grounded opponents. | ||
}} | }} | ||
}} | }} | ||
Line 1,109: | Line 1,174: | ||
{{AttackData-ASBR | {{AttackData-ASBR | ||
|version=Light | |version=Light | ||
|damage= | |damage=70 (15*2, 40) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-10 | ||
|hitadv= | |hitadv=HKD | ||
|description= | |description= | ||
}} | }} | ||
Line 1,121: | Line 1,186: | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=85 (15*3, 40) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=16 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-14 | ||
|hitadv= | |hitadv=HKD | ||
|description= | |description= | ||
}} | }} | ||
Line 1,133: | Line 1,198: | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=100 (15*4, 40) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=20 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-18 | ||
|hitadv= | |hitadv=HKD | ||
|description= | |description= | ||
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. | ||
* | *The move's properties and range change depending on the version used. | ||
*Launches on hit and causes hard knockdown. | |||
*Can be canceled into "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF 28|Predator Wings]]" even on whiff. | *Can be canceled into "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF 28|Predator Wings]]" even on whiff. | ||
*Very useful anti-air, as well as primary combo | *Very useful anti-air, as well as a primary combo extender. | ||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
*Fastest variant. | *Fastest variant with the least range. | ||
*The final hit launches opponents while mostly leaving them in place. | |||
---- | ---- | ||
'''M version:''' | '''M version:''' | ||
* | *The variant with average speed and range. | ||
*The final hit launches opponents slightly towards Kars. | |||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
*Slowest variant. | *Slowest variant with the most range. | ||
*The final hit launches opponents towards Kars. | |||
}} | }} | ||
}} | }} | ||
Line 1,174: | Line 1,243: | ||
|damage=66 (11*6) | |damage=66 (11*6) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-18 | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Line 1,184: | Line 1,253: | ||
|version=Medium | |version=Medium | ||
|header=no | |header=no | ||
|damage= | |damage=60 (20*3) | ||
|guard=Overhead | |guard=Overhead | ||
|startup= | |startup=22 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 1,196: | Line 1,265: | ||
|version=Heavy | |version=Heavy | ||
|header=no | |header=no | ||
|damage= | |damage=60 (5, 11*5) | ||
|guard=Mid, Low | |guard=Mid, Low | ||
|startup= | |startup=28 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv=-18 | ||
|hitadv= | |hitadv=HKD | ||
|description= | |description= | ||
Kars | Kars creates various animals from his body and launches them as projectiles. | ||
*The version used determines the animal created. | |||
*The aerial versions will transition into "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF Flight|Flight]]" upon completion, unless Kars has no HH Gauge available. | |||
---- | ---- | ||
'''L version:''' | '''L version:''' | ||
Line 1,215: | Line 1,286: | ||
Kars jumps back while launching a piranha that quickly arcs downwards. | Kars jumps back while launching a piranha that quickly arcs downwards. | ||
*Causes crumple | *Causes crumple against grounded opponents, while causing hard knockdown against airborne ones. | ||
*Good get-off-me tool, as it can be used in combination with j.44 to quickly reset to neutral. | *Good get-off-me tool, as it can be used in combination with j.44 to quickly reset to neutral. | ||
---- | ---- | ||
'''H version:''' | '''H version:''' | ||
Kars sics a squirrel | Kars sics a squirrel on his opponent. | ||
*Launches on hit | *Launches on hit and causes hard knockdown. | ||
*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. | ||
*Essentially a weaker and less effective version of [[JoJo's Bizarre Adventure: All-Star Battle R/Johnny Joestar| | *Essentially a weaker and less effective version of {{NotationIcon-ASBR|JohnnyMini}}'s "[[JoJo's Bizarre Adventure: All-Star Battle R/Johnny Joestar#ACT 2 214X|The hole will attack you.]]". Use it in situations where the animation has time to safely play out, as it takes a while for Kars to be actionable again. | ||
}} | }} | ||
}} | }} | ||
=== | ===System Mechanics=== | ||
====== <font style="visibility:hidden" size="0">ULF Throw</font> ====== | ====== <font style="visibility:hidden" size="0">ULF Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
Line 1,247: | Line 1,317: | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv=HKD | ||
|description= | |description= | ||
Kars grins as he grabs the opponent, smashing them between his elbow and knee before shoving them away. | Kars grins as he grabs the opponent, smashing them between his elbow and knee before shoving them away. | ||
* | *Noticeably short range. | ||
*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. | ||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">ULF Guard</font> ====== | |||
{{MoveData | |||
|image=JJASBR_Kars_ULF_Guard_(1).png | |||
|caption= | |||
|image2=JJASBR_Kars_ULF_Guard_(2).png | |||
|caption2=Conjectural name | |||
|name=Volcanic Armor | |||
|subtitle= | |||
|input=Automatic while Guarding | |||
|data= | |||
{{AttackData-ASBR | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Kars covers his arms and legs with a porous, rock-like substance. | |||
*Replaces Kars' blocking state. | |||
*Prevents Kars from taking Chip Damage, but not from taking Guard Damage. | |||
}} | }} | ||
}} | }} | ||
Line 1,258: | Line 1,353: | ||
==Costumes== | ==Costumes== | ||
===Normal=== | ===Normal=== | ||
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{{ColorGallery/Color|1| text=Normal (Color 1) }} | {{ColorGallery/Color|1| text=Normal (Color 1) }} | ||
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===Special=== | ===Special=== | ||
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{{ColorGallery/Color|Special A 1| text=Special A (Color 1) }} | {{ColorGallery/Color|Special A 1| text=Special A (Color 1) }} | ||
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==Notable Players== | |||
:{{Template:PlayerListDisclaimer}} | |||
{| class="wikitable" style="text-align:center;" | |||
!width="95"|Name | |||
!width="90"|Usual Color | |||
!width="125"|Region | |||
!Contact | |||
!Example Play | |||
|- | |||
|Bonbei | |||
|[[File:JJASBR Kars Color 1.png|200x200px|Normal (Color 1)]] | |||
|[[File:Flag_us.png]]<br>United States | |||
|[https://twitter.com/Bonbei_XRD @Bonbei_XRD] | |||
|[https://www.youtube.com/@Bonbei_XRD/featured YouTube Channel]<br>[https://www.youtube.com/watch?v=PAvbk-KTFns Match Footage] | |||
|- | |||
|めろ (Mero)<br>(Meromaru1134) | |||
|[[File:JJASBR Kars Color Special B 1.png|200x200px|Special B (Color 1)]] | |||
|[[File:Flag_jp.png]]<br>Japan | |||
|[https://twitter.com/Mero_1134 @Mero_1134] | |||
|[https://www.youtube.com/@mero-1134/featured YouTube Channel]<br>[https://www.youtube.com/watch?v=ZHMGy7Y_Oms Match Footage] | |||
|- | |||
|うにくだ名人<br>(uni_kuda) | |||
|[[File:JJASBR Kars Color 4.png|200x200px|Normal (Color 4)]] | |||
|[[File:Flag_jp.png]]<br>Japan | |||
|[https://twitter.com/uni_kuda @uni_kuda] | |||
|[https://www.youtube.com/@UNIKUDA/featured YouTube Channel]<br>[https://www.youtube.com/watch?v=ZHMGy7Y_Oms Match Footage] | |||
|} | |||
==Navigation== | ==Navigation== |
Latest revision as of 14:36, 18 May 2024
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 hitconfirm potential on them as well as giving him an easy cancel option to continue his mix-ups. 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 mix-ups 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: Kars can transform into the Ultimate Life Form, gaining access to new moves and abilites for the remainder of the match.
Kars is a Mode character who utilizes his long-reaching normals and high damage to pressure the opponent into making bad decisions. | |
Pros | Cons |
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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
|
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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 |
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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 |
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System Mechanics
Throw
Throw
I'll slice you in two! 5/4 + Any Two Attack Buttons |
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Assist
Assist
Victory is everything! |
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5S
Light Mode
5S |
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22S
Brilliant Bone Blades
22S |
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Heart Heat Attack
Brilliant Bone Blades
236 + Any Two Attack Buttons |
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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 |
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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 |
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ULF J44-J66
Aerial Dash
j.44 / j.66 |
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ULF Flight
Flight
Automatic after "Predator Wings", "Aerial Dash" or "The power of supreme genes!" (Air) |
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ULF 236X
Feast your eyes on my Hamon!
236L/M/H |
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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) |
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System Mechanics
ULF Throw
Throw
You IDIOT! 5/4 + Any Two Attack Buttons |
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ULF Guard
Volcanic Armor
Automatic while Guarding |
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Costumes
Normal
Special
Notable Players
- Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Name | Usual Color | Region | Contact | Example Play |
---|---|---|---|---|
Bonbei | United States |
@Bonbei_XRD | YouTube Channel Match Footage | |
めろ (Mero) (Meromaru1134) |
Japan |
@Mero_1134 | YouTube Channel Match Footage | |
うにくだ名人 (uni_kuda) |
Japan |
@uni_kuda | YouTube Channel Match Footage |