As I’m sure some of you have noticed, alot of normals can Kara-Cancel in this game. With She-Hulk having one of the furthest moving normals in the game (:d::h:), I’d say her Kara’s are gonna be a massive part of her fight plan.
Explanation
To do this, all you need to do is input the :d::h: and immediately input the motion for the special or hyper. You can control when the Kara comes out, be it early in the slide or closer to the end, choosing to go a short distance or a much further one, respectively. Being that Shulkie is essentially a grappler, giving added range to her various specials and hypers has many obvious and versatile uses.
Application
She-Huk can give huge added range to literally all of her specials and hypers.
Specials:
Kara :l: Heavy Strike (Command Grab) :d::h::qcf::l:
Shulkies standard command grab. In a game so fast paced and twitchy it seems difficult to find an opening for this move, but with the Kara you can add a ton of range and versatility almost instantly. Third Strike Ken ain’t got shit on this.
Kara Heavy Strike (Falling Sky AA Grab) :d::h::qcf:
One of her most practical uses of the Kara is for her Falling Sky. Very effective for keeping jump/fly happy opponents grounded. See them taking for the sky from about quarter screen distance? Slide in and WHAM. Super satisfying.
Kara :h: Heavy Strike (Running Grab) :d::h::qcf::h:
The running grab already goes pretty far, but with the kara you’re almost doubling the forward motion on an unblockable grab. Punish whiffs or just throw it out there when the time seems right. It’s still early in the games lifecycle, but you’ll most certainly find a good way to utilize this one.
Kara Running Stance :d::h::d::d::s: or :d:~:h::d:~:s:
Haven’t found a good use for this yet, but I’m sure all you crazy kids will think of something.
Hypers:
Kara Emerald Cannon :d::h::qcf::atk:+:atk:
We’ve all had that feeling of disdain when this thing whiffs clean when it seems like it should have hit, but using the Kara you can effectively move yourself into a much better position for punishing whiffs and such with this hyper.
Kara Taking Out the Trash :d::h::dp::atk:+:atk:
Amazing for anti-air. That’s all there is too it. A hyper that was already extremely solid just got 5x better. Normally you only have about 25% screen distance, but using the Kara you can make it almost 85% of the screen. And if you show the opponent you’ve got a good eye for landing this just once, it’ll leave them terrified to even hit the skies from full screen distance, effectively mind-fucking them.
Kara Sunday Driver :d::h::qcb::atk:+:atk:
Applications for this are fairly straight forward. Using the Kara can give you great range on this hyper, and when used in conjunction to the run/stop can be a good way to keep the opponent on their toes. Psyche them out with dashes and run/stops just out of range of the regular version, and whiff slides on occasion to bait the jump back and punish with Taking Out the Trash or Falling Sky. Also good for tic throw mixups after a block string or hit string.
*****Note that it’s very easy to mistime the cancel and accidentally activate the hyper once the slide has connected, making the hyper whiff. Use at your own discretion and make sure you practice it so you don’t end up blowing 3 bars for no reason.
Demonstrating Kara Sunday Driver:
[media=youtube]ZYCH1yvK1_M[/media]
*For anybody new to fighting games, a “Kara” is the act of canceling the startup of a normal move into a special, super or in some games, a throw. People Kara things to give them added range, which in some cases can be a huge buff for some characters and play a massive part in their game plan. *