Story
Originally serving within the Kree Empire as a "cyber-geneticist", Korath-Thak would make a name for himself as the lead designer of the Pursuer Project, conducting experiments for the purpose of cybernetically enhancing soldiers for the Kree's militia. Later, during the events of Operation: Galactic Storm, he would end up turning said experiments towards himself to gain superpowers, naturally, when he joined the Kree's Starforce, now dubbing himself Korath the Pursuer.
Gameplay
One of the four normally playable Kree characters in Avengers in Galactic Storm, Korath's ideal game-plan is to be a bully, up close and uncomfortably invading the opponent's personal space. While possessing decent long-range poking options in 5C, 6C, 5D, and 6D, the real magic happens when Korath gets within hugging distance, a goal he is well aided in by both one of the fastest walk-speeds in the game, and his air OK Berzerker Attack special, which lets him safely make rapid horizontal movement across the screen. Once in, he can turn his Berzerker Eruption/Attacks being special-cancellable into each other into a pseudo-rekka sequence, annihilating health bars within a couple of these pseudo rekkas.
Strengths |
Weaknesses
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- Amazing mixup game with his 2D, his grounded overhead 2B, the oppressive instant overhead and/or cross-up j.2D, etc.
- Takes less hitstun from most light attacks for some reason, making doing jab infinites on Korath very difficult or impossible.
- A character who frequently uses many specials thanks to his pseudo-rekka sequence pairs very well with a game where meter is frequently only built by performing special moves, giving Korath comparatively downright disgusting meter gain when on the offensive.
- Tied for highest walk speed in the game, as well as a very nice dash. Along with his "psycho crusher"-like special in 236P (Berzerker Attack) also allowing for rapid forward horizontal movement, Korath can gain ground on the opponent very quickly if left unchecked, even momentarily.
- In a game that is paradoxically surprisingly well balanced yet frequently matchup-dependent, perhaps one of Korath's greatest strengths is frequently not having to adjust his gameplan depending on the opposing character.
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- For a character who wants to be within kissing distance for his biggest damage, a good chunk of Korath's kit does not deal well with an up-close opponent outside of his pseudo-rekka sequence. This can rapidly lead to pressure breaking down if he's unable to open up an opponent for long enough.
- Even with a fairly decent reversal/anti-air option in 623P (Berzerker Eruption), ironically doesn't always deal well with being bullied back up close, especially against short hop pressure, which can also make the already difficult act of maintaining pressure have even more dire consequences if Korath slips up.
- Makes your opponent about 10% more likely to comment on the character you're playing resembling a "human-sized condom".
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