JoJo's Bizarre Adventure: All-Star Battle R/Kars: Difference between revisions
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* '''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. | * '''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 mix-up-heavy rushdown beast to a keepaway zoner and everything in between. | * '''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. | ||
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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. | ||
*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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'''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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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 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. | *Can provide high damage links in wall combos. | ||
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'''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. | ||
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'''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. | ||
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'''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 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. | ||
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*Affected by Modes. | *Affected by Modes. | ||
*Same-side low that launches on hit. | *Same-side low that launches on hit. | ||
*Pretty minus and risky, as Kars can't combo off of this one unless | *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. | ||
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'''H version:''' | '''H version:''' | ||
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*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. | |||
}} | }} | ||
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|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. | |||
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|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. | ||
}} | }} | ||
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|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
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*Launches on hit, making it great for juggles. | *Launches on hit, making it great for juggles. | ||
*Can be canceled into from most normals on hit or block. | *Can be canceled into from most normals on hit or block. | ||
*Transitions into "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF Flight|Flight]]". | *Transitions into "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF Flight|Flight]]" upon completion, unless Kars has no HH Gauge available. | ||
}} | }} | ||
}} | }} | ||
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*Only the Forward version has a hitbox. | *Only the Forward version has a hitbox. | ||
*The Forward version launches on hit. | *The Forward version launches on hit. | ||
*Transitions into "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF Flight|Flight]]" upon completion. | *Transitions into "[[JoJo's Bizarre Adventure: All-Star Battle R/Kars#ULF Flight|Flight]]" upon completion, unless Kars has no HH Gauge available. | ||
**Can only be used 3 times per Flight; performing aerial attacks or special moves reduces the amount of uses available. | **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. | *Causes a soft knockdown on hit, but is an extremely workable knockdown. | ||
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*Drains HH Gauge while flying. | *Drains HH Gauge while flying. | ||
*Kars has access to Aerial Chain Beat while flying. | *Kars has access to Aerial Chain Beat while flying. | ||
*Flight can be canceled by | *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"). | ||
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Kars creates various animals from his body and launches them as projectiles. | Kars creates various animals from his body and launches them as projectiles. | ||
*The version used determines the animal created. | *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]]". | *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. | ||
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'''L version:''' | '''L version:''' |
Revision as of 23:55, 21 October 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 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: For two bars, Kars can transform into the Ultimate Life Form. In this state, Kars has a multitude of changes to his moveset, with all of his original special moves being replaced with new tools.
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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) |
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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 Normal Icon.png](/images/e/e1/JJASBR_Normal_Icon.png)
![JJASBR Red Stone Mask Icon.png](/images/f/f6/JJASBR_Red_Stone_Mask_Icon.png)
![JJASBR ULF Icon.png](/images/3/36/JJASBR_ULF_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! Template:NotationIcon-JJASBRTemplate:NotationIcon-JJASBRTemplate:NotationIcon-JJASBR |
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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
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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 Forward Forward Back Back
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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 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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ULF Guard
Volcanic Armor Automatic while Guarding Conjectural name Conjectural name
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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) |
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![]() Japan |
@Mero_1134 | YouTube Channel Match Footage |
うにくだ名人 (uni_kuda) | ![]() |
![]() Japan |
@uni_kuda | YouTube Channel Match Footage |