Avengers in Galactic Storm/Korath

From Mizuumi Wiki
Jump to navigation Jump to search

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
  • 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.
  • 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".
Korath the Pursuer

Moveset

Normal Moves

Standing Normals

5A
Korath far 5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Fairly decent poke. Your usual go-to option for when you need a fast, safe button out. Can be confirmed into 5B on block or hit.

cl.5A
Korath cl 5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Fairly standard as far as cl 5A's go in this. Can link into itself between micro walks, potentially leading into a jab-infinite.

5B
Korath far 5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Decent poke, but you have better options available in the long range pokes department.

cl.5B
Korath cr 5B(1).png
Korath cl 5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? Launches ? ?

Slams opponent on hit, allows for a juggle afterwards.

5C/cl.5C
Korath far cl 5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

OK poke, cl 5A usually preferred for anything confirm related.

6C
Korath 6C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Extended version of 5C, visually identical startup before the boot-flames kick in can be useful for tricks. Otherwise just make sure you don't use this while too close to the opponent or you're probably getting punished on block.

5D/cl.5D
Korath far cl 5D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Similar to 5C, albeit more likely to catch jumpers. Also much more likely to whiff on crouchers, so mind.

6D
Korath 6D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Knocks down on hit. Extended version of 5D, pros/cons very similar to those regarding the differences between 5C and 6C.

Crouching Normals

2A
Korath cr 5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low ? ? ? ? ? ?

Decent crouching poke, fairly safe on block.

2B
Korath cr 5B(1).png
Korath cr 5B(3).png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid (First hit) Overhead (Second hit) ? ? ? ? ? ?

A 2-hit move. The second hit is an overhead. Good surprise value but low reward. Despite being able to overhead, 2B fares much better as an anti-air, notably not being unsafe on hit on airborne opponents like it is on grounded opponents.

2C
Korath cr 5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low ? ? ? ? ? ?

Alright as a single hit, but doesn't lead into anything particularly rewarding itself. Severely outdone as a crouching/low-profiling poking tool by 2D and 3D. You're almost always better off using 2A as a short-range crouching light or 2D for anything else you'd consider using 2C for.

2D
Korath cr 5D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low ? ? ? ? ? ?

2C's more accomplished brother, does just about everything it does but better. Nice crouching poke, and can even low-profile some projectiles. Still outranged by 3D, but also far less committal than it.

3D
Korath 3D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Low ? ? ? ? ? ?

Sweep with absurd range. Great for high/low mixups and whiff punishing, but unsafe up close and vunerable to assists.

Aerial Normals

j.5A
Korath j 8A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Decent jumping light, probably your best option for an immediate air-to-air button.

j.5B
Korath j 8B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Knocks down on hit. Similar to j. 5A, except longer ranged and a shorter active-time. Usually more preferable as an air-to-ground button than j. 5A, but can very much depend on the situation.

j.5C
Korath j 8C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Very similar to Korath's grounded 5C. Decent for air-to-air, not recommended for jump-ins.

j.7/9C
Korath j 9C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Awkward button. Has its uses, especially if you need a longer ranged air-to-air button to interrupt something an opponent is doing, but

j.5D
Korath j 9D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Knocks down on hit. When you need a button to just reach them, as well as knock them down so you can prep your wack nonsense, this will probably be your go to. Far too slow to ever try to pull out in an emergency air-to-air, so don't.

j.2D
Korath j 2D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Overhead ? ? ? ? ? ?

Knocks down on hit, can be done instantly after leaving the ground, can also cross up. Part of Korath's extremely dirty high/low game and one of his best normals.

Special Moves

Planet Beat
Tap P repeatedly (mash move)
Korath 5-A---B-.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
Mash A ? Mid ? ? ? ? ? ?

Description Goes Here

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
Mash B ? Mid ? ? ? ? ? ?

Description Goes Here

Berzerker Attack
236P
Korath 236A-B-jA-jB.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

While not part of Korath's pseudo rekka like its aerial counterpart, this is still a phenomenal pseudo Psycho Crusher in its own right. While having no invulnerability, the move is fast and safe enough to be difficult to punish a grand majority of the time.

The A version goes a much shorter distance than the B version, but its much shorter duration usually makes it the safer choice to throw out if going long-distance isn't a concern. Repeatedly performing this on its own can even be a decent pressure sequence.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
236B ? Mid ? ? ? ? ? ?

Goes much farther than the A version, and can typically go at least from one edge of the screen to the other at minimum. A more specialized tool than the A version because of this, as its much longer duration gives the opponent much more time to catch and punish you if this somehow whiffed and went sailing past them.

Berzerker Attack (Air)
j.236P
Korath 236A-B-jA-jB.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
j.236A ? Mid ? ? ? ? ? ?

Mostly the same as grounded 236A, except Korath doesn't recover until landing after the move is done. More notably is the second part of Korath's pseudo rekka, where its then typically followed up out of by j.632A as the finisher. Longer recovery on whiff, especially if higher up, can make this less useful on its own than its grounded counterpart, but it can potentially go above far more, including a good number of projectiles.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
j.236B ? Mid ? ? ? ? ? ?

Mostly the same as grounded 236B, same story with recovery as j.236A. Similarly potential to be punished on whiff also similar to its grounded counterpart, but the ability to high profile a good number of things, including more importantly projectiles, can allow Korath to snipe an opponent from across the screen, a very nice option to have in certain matchups (Such as Shatterax and Crystal, although Crystal's smaller size makes this a bit riskier).

Berzerker Eruption
623P
Korath 623A-B.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
623A ? Mid ? ? ? ? ? ?

A DP with some rather nice invuln. Half-joking comparisons to the infamous O. Ken DP aside, the already useful invuln it has and it being relatively safe to throw out even on whiff is further enhanced by it also being the typical starter of Korath's pseudo rekka, meaning on a decent hit it can also lead into some nasty, quick damage, further scaring the opponent off from potentially getting hit by it. The sheer potential and versatility of this move alone arguably makes it a centerpiece of Korath's gameplan.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
623B ? Mid ? ? ? ? ? ?

Similar to the A version, except it lasts longer and goes higher, with more i-frames to match. The longer duration can make this potentially disastrous to whiff, or even on block if not cancelled out of into something else, so some caution is advised.

Berzerker Eruption (Air)
632P
KorathEruptionAir.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
j.632A ? Overhead ? ? ? ? ? ?

Typically the final part of the pseudo-rekka, it also has its use on its own as a surprise overhead via ideally performing it as early as possible out of a jump. That said, this move is already unsafe on block, and becomes even more reactable the higher in the air Korath is when it comes out, so some mindfulness is required for good use.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
j.632B ? Overhead ? ? ? ? ? ?

See above.

Plasma Thrust
214P
Korath 214A.png
214A
214A
Korath 214B.png
214B
214B
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
214A ? Mid ? ? ? ? ? ?

Korath creates an orb to ponder. Unsafe on block, decent damage on hit. The orb for both versions notably remains active regardless of whether its been blocked or not, and in some cases will persist even if Korath is hit out of it, usually resulting in the opponent getting hit if they're close enough.

Both versions of this move will cause the opponent to go flying towards the side of the screen behind them on hit, similar to if they got hit by the Sentry assist. While not practical to get from attempting to throw this move out raw, confirming into this off of the "ground bounce" provided by cl.5B on hit is a useful way to carry the opponent directly to the corner. The A version's shorter duration is much better suited for this purpose, as the B version will usually give the opponent enough time to land and get up before Korath can act again.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
214B ? Mid ? ? ? ? ? ?

Near identical to the A version except for its longer duration. Can be used to fake out opponents expecting the shorter active time of the A version and vice-versa, otherwise very unsafe to throw out, especially if the opponent is expecting it. Also does more chip than the A version, which in some cases can be enough to securely close out a round if you perform this move meaty, something its larger size and longer duration makes it better at than its counterpart.

ULTIMATE ATTACK

236KK
Korath 236CD.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
? Mid ? ? ? ? ? ?

Consumes both Super Gauges. Very nice projectile super, does nice damage and is practical too, being usable in juggles as well as for distant punishes, thanks to its i-frames.

Combos

Infinites

Combo Starters

BNB Combos

Other Combos

Strategy

General Gameplan

Okizeme & Setups

General
Controls
HUD
System
Assist Strategy
FAQ
Characters
Captain America
Black Knight
Thunderstrike
Crystal
Dr. Minerva
Shatterax
Korath
Supremor
Galen Kor