JoJo's Bizarre Adventure: All-Star Battle R/Kars

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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.
Playstyle
JJASBR Kars Small Icon.png Kars is a Mode character who utilizes his long-reaching normals and high damage to pressure the opponent into making bad decisions.
Pros Cons
  • 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, 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 "Brilliant Bone Blades" install, HHA, or 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.
  • 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.
  • Volatile Wakeup Game: If Kars loses the advantage, he can have quite the difficult time gaining it again, especially if his Stylish Guard attempts get repeatedly baited. He has no true invincible wakeup options in ULF and, combined with his low health, means that things can very quickly spiral out of control if up against another character with strong safejumps.

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:

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
JJASBR Kars Artwork.png

Move List

JJASBR Blue Stone Mask Icon.pngJJASBR Normal Icon.png
JJASBR Red Stone Mask Icon.pngJJASBR ULF Icon.png

Normal Form

Normal Moves

5L
5L
JJASBR Kars 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
15 Mid 4 - - -4 0

Kars does a short jab with the tip of his elbow.

  • Stubby, not the best starter or neutral tool. 2L or 5M are preferred in neutral exchanges.
5M
5M
JJASBR Kars 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Mid 8 - - -6 -2

Kars stands on one foot and attacks with a leg strike from behind his back.

  • Big range and quick startup.
  • Amazing in neutral, as it can stuff a lot of approaches.
5H
5H
JJASBR Kars 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 35
Mode 1: 40 (20*2)
Mode 2: 45 (15*3)
Mid Normal: 12
Mode 1: 12(1)1
Mode 2: 12(1)1(1)1
- - Normal: -4
Mode 1: -2
Mode 2: 0
Normal: +2
Mode 1: +4
Mode 2: +6

Kars quickly juts out forward with a bone-blade extending from his arm.

  • 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.
2L
2L
JJASBR Kars 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low 6 - - -4 0

Kars attacks with a short poke of his fingers to the opponent's lower half.

  • Kars' best low.
  • Has fast startup and short recovery, meaning it can be chained 3-5 times in a blockstring before needing to cancel into another normal.
2M
2M
JJASBR Kars 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Low 6 - - -6 -2

Kars does a short roundhouse sweep with his leg.

  • Stubby range, though it can occasionally poke out some moves that lose to crouchers.
2H
2H
JJASBR Kars 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
34 Low 10 - - -10 KD

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.
3H
3H
Sabers from my feet!
JJASBR Kars 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 40
Mode 1: 45 (15, 30)
Mode 2: 61 (12*2, 37)
Mid Normal: 20
Mode 1: 20(1)1
Mode 2: 20(1)1(1)1
- - Normal: -10
Mode 1: -8
Mode 2: -6
KD

Kars kicks forward as a bone-blade emerges from the underside of his foot.

  • Affected by Modes.
  • 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 (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.
JL
j.L
JJASBR Kars Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead 8 - - - -

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.
JM
j.M
JJASBR Kars Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Overhead 10 - - - -

Kars extends his leg to strike with an overhead attack.

  • 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.
  • Dash-jump j.M is one of the most oppressive approaching tools in the game. Use it whenever possible.
JH
j.H
JJASBR Kars Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 40
Mode 1: 50 (25*2)
Mode 2: 60 (20*3)
Overhead Normal: 10
Mode 1: 10(1)1
Mode 2: 10(1)1(1)1
- - - -

A bone-blade strike with the edge of Kars' arm.

  • Affected by Modes.
  • Another great hitbox, though better for crossing up than intercepting approaches.
  • All of the extra hits in Modes 1/2 are Overheads, so feel free to abuse it for free double/triple overheads into low pressure.

Special Moves

236X
Cruel and beautiful violence!
236L/M/H
JJASBR Kars 236X (1).png
Start
Start
JJASBR Kars 236X (2).png
Second part of the H version
Second part of the H version
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Normal: 60 (10, 50)
Mode 1: 66 (12, 27*2)
Mode 2: 74 (14, 20*3)
Mid - - - - KD
Medium Normal: 67 (12, 55)
Mode 1: 74 (14, 30*2)
Mode 2: 88 (16, 24*3)
Mid - - - - KD
Heavy Normal: 80 (14, 66)
Mode 1: 86 (16, 35*2)
Mode 2: 102 (18, 28*3)
Mid - - - - KD

Kars does an approaching bone-blade slash.

  • The version used alters the distance Kars covers.
  • Launches on hit.
  • Affected by Modes.

L version:

  • Kars stay same-side.
  • Occasionally a true blockstring out of a normal depending on spacing.

M version:

  • 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.
  • Occasionally a true blockstring out of a normal depending on spacing.

H version:

  • Kars crosses up to the other side of the opponent and follows up with a bladed uppercut.
  • Main juggle tool.
  • Never a true blockstring out of a normal regardless of spacing; requires using an Assist in this situation.
623X
Behold, frozen brilliance!
623L/M/H
JJASBR Kars 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Normal: 54 (10*5, 4)
Mode 1: 72 (11*6, 6)
Mode 2: 80 (12*6, 8)
Mid 14 - - -20 KD
Medium Normal: 66 (10*6, 6)
Mode 1: 85 (11*7, 8)
Mode 2: 94 (12*7, 10)
Mid 18 - - -24 KD
Heavy Normal: 78 (10*7, 8)
Mode 1: 98 (11*8, 10)
Mode 2: 108 (12*9)
Mid 22 - - -28 KD

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.
  • 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.
214X
Shatter against the wall!
214L/M/H (Air OK)
JJASBR Kars 214X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 55 Mid - - - - -
Medium 65 Mid - - - - -
Heavy 75 Mid - - - - -
Light (Air) 90 Mid 12 - - - -
Medium (Air) 100 Mid 12 - - - -
Heavy (Air) 110 Mid 12 - - - -

Kars does a strong mule kick against the back wall.

  • 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 GHA.

L version:

  • Fastest variant.
  • Moves forward the least.
  • Mostly not that important, as it does less damage and its only benefit is starting up faster.

M version:

  • Intermediate variant.
  • Moves forward more.
  • Mostly not that important, as it does less damage and its only benefit is starting up faster.

H version:

  • Slowest variant.
  • Moves forward the most.
  • 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.
22X
Victory is everything!
22L/M/H
JJASBR Kars 22X.png
Start
Start
JJASBR Kars 22L.png
Light
Light
JJASBR Kars 22M.png
Medium
Medium
JJASBR Kars 22H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light Normal: 60
Mode 1: 64 (32*2)
Mode 2: 72 (24*3)
Overhead - - - - Groundbounce
Medium Normal: 80
Mode 1: 85 (5, 80)
Mode 2: 90 (5*2, 80)
Low Normal: (62)14
Mode 1: (62)14(1)1
Mode 2: (62)14(1)1(1)1
- - -20 KD
Heavy - - - - Total XX - -

After gathering energy, Kars teleports towards the opponent.

  • 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:

Kars teleports above the opponent's current position and falls with an extended bone-blade from his foot.

  • Affected by Modes.
  • 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 Overhead that's incredibly easy to meaty.

M version:

Kars teleports and attacks the opponent's legs with a bone-blade from his arm.

  • Affected by Modes.
  • Same-side low that launches on hit.
  • 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:

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.
  • Actionable almost immediately after the teleport animation ends, granting a hit/throw mix-up or even a guaranteed whiff punish.

System Mechanics

Throw
Throw
I'll slice you in two!
5/4 + Any Two Attack Buttons
JJASBR Kars Throw (1).png
JJASBR Kars Throw (2).png
Forward
Forward
JJASBR Kars Throw (3).png
Back
Back
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 110 (10*6, 50) Throw - - - - HKD
Back 110 Throw - - - - HKD

Kars, using his arm bone-blade, cuts the opponent down the middle and knocks them away.

  • Leaves the opponent far away from Kars.
  • Aside from unique animations and direction, both Throws are identical.
Assist
Assist
Victory is everything!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Kars Assist (1).png
JJASBR Kars Assist (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 Overhead - - - - Groundbounce

Kars teleports above the opponent's current position and falls with an extended bone-blade from his foot.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 22L
  • Causes a groundbounce on hit.
  • Tracks the opponent's location.
5S
Light Mode
5S
JJASBR Kars Mode On (1).png
Animation
Animation
JJASBR Kars Mode On (2).png
Mode On
Mode On
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Mode On - - - - Total XX - -
Mode Off - - - - Total XX - -

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.
22S
Brilliant Bone Blades
22S
JJASBR Kars 22S (1).png
Animation
Animation
JJASBR Kars 22S (2).png
Mode On
Mode On
Not to be confused with the HHA
Not to be confused with the HHA
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Kars enhances the cutting power of his Brilliant Bone Blades.

  • Requires 1 HH Gauge.
  • Using an HHA during Mode 2 will remove its meter cost.

Heart Heat Attack

Brilliant Bone Blades
236 + Any Two Attack Buttons
JJASBR Kars HHA (1).png
JJASBR Kars HHA (2).png
JJASBR Kars HHA (3).png
Not to be confused with the Mode
Not to be confused with the Mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal: 174 (6+12*5+18+20+70)
Mode: 191 (8+15*5+18+20+70)
Mid - - - - Crumple

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.

  • 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.

Great Heat Attack

Kars, the Ultimate Thing, is born!
236L+M+H
JJASBR Kars GHA (1).png
JJASBR Kars GHA (2).png
JJASBR Kars GHA (3).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - Total XX - -

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.
    • Kars' idle and crouching animations change to reflect this.
  • Disables "Light Mode" and "Brilliant Bone Blades" (both the Mode and HHA) for the rest of the match.

Ultimate Life Form

Normal Moves

ULF 5L
5L
JJASBR Kars 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
17 Mid 4 - - -4 +2

Kars does a short jab with the tip of his elbow.

  • Unchanged from base form, aside from a slight increase in damage. Comes complete with the same uses.
ULF 5M
5M
JJASBR Kars 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
27 Mid 8 - - -4 0

Kars stands on one foot and attacks with a leg strike from behind his back.

  • Unchanged from base form, aside from a slight increase in damage. Comes complete with the same uses.
ULF 5H
5H
JJASBR Kars ULF 5H (1).png
JJASBR Kars ULF 5H (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
44 (17, 27) Mid 10(7)1 - - -4 +2

Kars swings his arm for a two-hit blade strike.

  • Occasionally useful as a midscreen poke.
ULF 2L
2L
JJASBR Kars ULF 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
16 Low 6 - - -4 0

Kars attacks with a short poke of his fingers to the opponent's lower half.

  • Excellent low. Easily links into his 5M for optimal punishes.
ULF 2M
2M
JJASBR Kars 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
25 Low 6 - - -6 -2

Kars does a short roundhouse sweep with his leg.

  • Unchanged from base form, aside from a slight increase in damage. Comes complete with the same uses.
ULF 2H
2H
JJASBR Kars ULF 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
38 (10, 28) Mid 10(1)1 - - -8 KD

Kars attacks with a bone-blade while rising up.

  • Launches on hit.
  • Can be used as an anti-air due to how tall Kars is.
  • ULF Kars' primary juggle tool.
ULF 6H
6H
Brilliant Bone Blades
JJASBR Kars ULF 6H.png
Not to be confused with the Mode or the HHA
Not to be confused with the Mode or the HHA
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
50 Unblockable 26 - - - KD

Kars charges forward and attacks with his bone-blade in one fell swoop.

  • Launches on hit.
  • Cannot be Flash Canceled.
  • Cannot be canceled into "Predator Wings".
  • Too slow to combo from any standard normal against grounded opponents.
ULF JL
j.L
JJASBR Kars ULF Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
20 Overhead 8 - - - -

Kars extends his knees downwards.

  • 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.
ULF JM
j.M
JJASBR Kars ULF Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
30 (15*2) Overhead 10(1)1 - - - -

Kars kicks beneath him.

  • 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.
ULF JH
j.H
JJASBR Kars ULF Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
44 Overhead 14 - - - Groundbounce

Kars attacks downwards with his wing.

  • 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".

Special Moves

ULF 28
Predator Wings
Any jump after 1/2/3
JJASBR Kars ULF 28.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Neutral / Forward 15 Mid 8 - - - KD
Back - - - - - - -

Kars sprouts wings and jumps very high.

  • Does not possess a hitbox if performed backwards.
  • Launches on hit, making it great for juggles.
  • Can be canceled from most normals on hit or block (except 6H).
  • Transitions into "Flight" upon completion, unless Kars has no HH Gauge available.
ULF J44-J66
Aerial Dash
j.44 / j.66
JJASBR Kars ULF Jump 66.png
Forward
Forward
JJASBR Kars ULF Jump 44.png
Back
Back
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 15 Mid 6 - - - KD
Back - - - - - - -

Kars quickly rushes forward or backwards with a flap of his wings.

  • Only the Forward version has a hitbox.
  • The Forward version launches on hit.
  • Transitions into "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.
  • 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.
ULF Flight
Flight
Automatic after "Predator Wings", "Aerial Dash" or "The power of supreme genes!" (Air)
JJASBR Kars ULF 28 (Flight).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

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").
ULF 236X
Feast your eyes on my Hamon!
236L/M/H
JJASBR Kars ULF 236L (1).png
JJASBR Kars ULF 236L (2).png
Light
Light
JJASBR Kars ULF 236M.png
Medium
Medium
JJASBR Kars ULF 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 65 (30, 35) Mid 16(11)1 - - -12 KD
Medium 100 Overhead 24 - - -6 KD
Heavy 100 Low 26 - - -10 HKD (KD)

Kars attacks with Hamon-charged fists.

  • The version used determines the attack.
  • Deals Hamon Damage.

L version:

Kars unleashes two quick high punches.

  • Launches on hit.
  • Primary 1 bar combo starter.

M version:

Kars slides a distance forward while performing a downward elbow strike.

  • Has Super Armor.
  • Causes a soft knockdown.

H version:

Kars dashes forward to unleash a powerful body blow.

  • Has Super Armor.
  • Causes hard knockdown against grounded opponents.
ULF 623X
This cannot be!
623L/M/H
JJASBR Kars ULF 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 70 (15*2, 40) Mid 12 - - -10 HKD
Medium 85 (15*3, 40) Mid 16 - - -14 HKD
Heavy 100 (15*4, 40) Mid 20 - - -18 HKD

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 "Predator Wings" even on whiff.
  • Very useful anti-air, as well as a primary combo extender.

L version:

  • Fastest variant with the least range.
  • The final hit launches opponents while mostly leaving them in place.

M version:

  • The variant with average speed and range.
  • The final hit launches opponents slightly towards Kars.

H version:

  • Slowest variant with the most range.
  • The final hit launches opponents towards Kars.
ULF 214X
The power of supreme genes!
214L/M/H (Air OK)
JJASBR Kars ULF 214L.png
Light
Light
JJASBR Kars ULF 214M.png
Medium
Medium
JJASBR Kars ULF 214H (1).png
JJASBR Kars ULF 214H (2).png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 66 (11*6) Mid 12 - - -18 -
Medium 60 (20*3) Overhead 22 - - - -
Heavy 60 (5, 11*5) Mid, Low 28 - - -18 HKD

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 "Flight" upon completion, unless Kars has no HH Gauge available.

L version:

Kars fires off a volley of armadillo scales straight ahead.

  • Moderately fast travel speed.
  • The amount of projectiles that are fired make this move act as a poor man's Emerald Splash. Very strong against characters without projectile options, but will usually lose to better fireballs.

M version:

Kars jumps back while launching a piranha that quickly arcs downwards.

  • 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.

H version:

Kars sics a squirrel on his opponent.

  • Launches on hit and causes hard knockdown.
  • Hits Mid while falling, and hits Low afterwards.
  • Tracks the opponent's location unless jumped past.
  • Essentially a weaker and less effective version of JJASBR Johnny Small Icon.png Johnny's "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

ULF Throw
Throw
You IDIOT!
5/4 + Any Two Attack Buttons
JJASBR Kars ULF Throw (1).png
JJASBR Kars ULF Throw (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
110 Throw - - - - HKD

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.
  • Both Throws are identical aside from direction.
ULF Guard
Volcanic Armor
Automatic while Guarding
JJASBR Kars ULF Guard (1).png
JJASBR Kars ULF Guard (2).png
Conjectural name
Conjectural name
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

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.

Costumes

Normal

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Special

Special A (Color 1)
Special A (Color 2)
Special B (Color 1)
Special B (Color 2)

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 JJASBR Kars Color 1.png Flag us.png
United States
@Bonbei_XRD YouTube Channel
Match Footage
めろ
(Mero / Meromaru1134)
JJASBR Kars Color Special B 1.png Flag jp.png
Japan
@Mero_1134 YouTube Channel
Match Footage
うにくだ名人 (uni_kuda) JJASBR Kars Color 4.png Flag jp.png
Japan
@uni_kuda YouTube Channel
Match Footage

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh