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. | ||
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| 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, including 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 | * '''Powerful Neutral Presence:''' Kars has multiple excellent buttons for neutral play, including 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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|hitadv=Normal: +4<br>Mode 1: +6<br>Mode 2: +8 | |hitadv=Normal: +4<br>Mode 1: +6<br>Mode 2: +8 | ||
|description= | |description= | ||
Kars quickly juts out forward with a bone blade extending from his arm. | Kars quickly juts out forward with a bone-blade extending from his arm. | ||
*Affected by Modes. | *Affected by Modes. | ||
*Great poke as it moves Kars forward significantly and is safe on block. | *Great poke as it moves Kars forward significantly and is safe on block. | ||
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|hitadv= | |hitadv= | ||
|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. | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Kars does an approaching bone blade slash. | Kars does an approaching bone-blade slash. | ||
*Launches on hit. | *Launches on hit. | ||
*Affected by Modes. | *Affected by Modes. | ||
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Kars does a flurry of blade strikes. | Kars does a flurry of blade strikes. | ||
*Affected by Modes. | *Affected by Modes. | ||
*Can provide high damage links in wall combos. | *Can provide high damage links in wall combos. | ||
*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:''' | '''L version:''' | ||
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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 | *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:''' | ||
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*Kars' main combo ender. | *Kars' main combo ender. | ||
*High Guard Damage. | *High Guard Damage. | ||
*On block, a Flash Cancel or Assist call after the initial blocked hit gives Kars more than enough plus frames to force more | *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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'''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. | ||
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'''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. | ||
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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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|hitadv= | |hitadv= | ||
|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. | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
Kars teleports above the opponent's current position and falls with an extended bone blade from his foot. | Kars teleports above the opponent's current position and falls with an extended bone-blade from his foot. | ||
*Assault Assist Stocks: 2 | *Assault Assist Stocks: 2 | ||
*Reversal Assist Stocks: 1 | *Reversal Assist Stocks: 1 | ||
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|hitadv= | |hitadv= | ||
|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. | ||
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|hitadv= | |hitadv= | ||
|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 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]]". |
Revision as of 09:55, 17 June 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, 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.
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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) |
---|---|---|---|
Mode | 850 | Rumble | #ASBR_KAR #ASBR_KAS |
Move List
![Normal Form Normal Form](/images/e/e1/JJASBR_Blue_Stone_Mask_Icon.png)
![Ultimate Life Form Ultimate Life Form](/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
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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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Throw
ULF Throw
Throw
You IDIOT! 5/4 + Any Two Attack Buttons |
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