His sword spin super is 236+BC after 236+A/B/C. Alternative has yet to update the first post.
you can also do this off of a jumpin, because the enemy will be in hitstun - his hitbox will be modified. i managed to hit with a crossup B that way. Only problem:doesn’t combo, and you are sacrificing a combo for a weak reset.
First post updated. Let me know if I need missed something or if something’s incorrect =]
Other than the small characters, I definitely could not get the infinite to work on Casshern. I kept sliding under him.
Ok, this is based off assumption. My friend says that he has a MegaMan infinite, and he also said that if I mega crush out of it that it gets wrose on some shit like that. Is that true? And if so, what can Karas do after that?
kara’s counter super can catch bursts, if you’re really feeling like a g (or if you know they’re going to use the burst right when they get 2 meters)
Buktooth is right about the slide infinite being character specific. Had some time today, so I ran through and tested.
It doesn’t seem to work on:
Soki, Alex, Chun Li, Ippatsuman, Ken, Polymar, or Tekkaman
The loop still worked mid-screen, but once a corner was reached it wouldn’t combo anymore. Timing also has to be tighter between the slide and dash.
Casshern is a weird case, I couldn’t get the infinite to initially combo from [1],6B, [1]C… if he was already standing in his corner, but if I started the loop mid-screen and continued it when it carried him to his corner the combo continued fine. Strange.
Edit: Seems Karas is similar to Casshern in that he needs to be carried to the corner before the the infinite will combo correctly. Good eyes, Grego
On the other hand, the slide infinite works in both corners on:
Hakushon Daimao, Megaman, Roll, and Viewtiful Joe.
Probably old news by now, but Karas can combo into his Lvl 3 super from his forward and backward throws, and both follow ups from the Extension Chain.
I think this is actually more useful. When you change A timing, it makes for a really ambiguous ground crossup. I think it’s more useful because his dash seems to be invincible right in the middle (I’ve definitely passed through fireballs and a few normals).
Anyway, if you cross up with the standing A, you have more than enough time to see it and then link another A into whatever. A dp also links from stand A I believe.
Has anyone noticed the rediculous recovery on his A dp? I’ve been successful almost everytime pressuring with a purposefully blocked A dp, land, then do 236+A immediately to hit whatever they try to do, link B xx whatever.
That’s SICK.
izanagisama: thanks for the info. IAD a a c (whiff) seems to be a nice throw setup.
:d:.:snka: x’s 3, :d:.:snkb:, st.:snkc: (2 hit), BC (baroque cancel), st.:snka: x’s 2, st.:snkb:, (assist) + st.:snkc: (2 hits),(assist hits) > :r::r::snka: x’s 2, st.:snkb: st.:snkc: (2 hits) xx karis (any strength would work, I use :snkc:), LATE (it still combo’s, timing is really strict) st.:snka:, st.:snkb:, st.:snkc: (one hit) > :df::snkc:, :d::u:(pursuit), j.:snka: x’s 2, j.:snkb: (double jump), j.:snka: x’s 2, j.:snkb:, :dp::snkc:
The combo is really long but it’s not as hard to pull off as one might think. The only trouble you might have is accidently doing a slide rather than launcher near the end of the combo. But that’s about it.
Also, on occasion the first j.:snka: of the second air rep will wiff so you might as well just do j.:snka: x’s2 , j.:snkb:, (double jump), j.:snka:, j.:snkb: xx :dp::snkc:
Also, only some assists can work.
These are what I’ve found so far to work:
Ryu (Near Corner only)
Ken the Eagle (any where)
Hakushon Daima? (any where)
Morrigan (Any Where)
Yatterman-1 (needs really weird timing/space. Must be done mid screen. Will wiff in near corner)
Jun the Swan (any where)
Tekkaman (any where, they go into juggle state but the combo is still executable in full)
Doronjo (Any where)
Ones that don’t work I.E. Have to use launcher(or character/weight class specific combo) right after their assist hits instead of continuing the combo on the ground:
Chun-Li
Batsu
Viewtiful Joe
Casshern
Soki
Saki
Hurricane Polymer
Ippatsuman
Roll
Alex
Rock Volnutt
This combo and all assists were tested on Ryu and Ken the Eagle
I plan on testing this more to see if there are character specific combo’s as well after assist hit instead of having to go straight into launcher. I’ll post later with that info.
thanks, i was just about to sit down and do all that testing. you just saved me at least an hour :tup:
his f.throw chains into his level 3.
Um, post right before you has a quote you should look at.
I have no idea what you just said.
But how bout this, don’t be a dick? If it’s already mentioned, just say so with out looking like an ass hole. Thanks.
lol, ok sorry for being vague. The thing buktooth just quoted said that you could chain his lvl 3 off of forward and backward throws. No hard feelings, k?
throw into super does way more damage with a back throw; less hits, less scaling
karas seems to almost definitely be the best defensive-style character in the game:
- pushblock and punish pretty much everything with 2B (into possibly infinite)
- 5B (into 3C to launch) is a very solid anti air
- reflect most projectiles easily
- reflect also works very well as a “get off me” move
it does seem hard for karas to hit somebody who is turtling up, though. that actually seems to be a fairly common theme for most characters in this game, but that’s another topic altogether
what can karas do to open up an opponent?
- he doesn’t really have any sort of chip damage offense
- no overhead (besides that useless-outside-of-combos overhead from rekkas)
- IADs aren’t fast enough
dashing through opponents is too slow to be any sort of tricky, also. you also have to wait a bit before attacking from the other side, or else you’ll attack the wrong way
yes, he has throw into super, but how realistically are you going to land that on offense?
CajunStrike posted a pretty good throw set up last page. “IAD a a c (whiff)”; if you can mix it in with some pressure strings and manage to keep it unpredictable I don’t think it would be too hard to land a throw from offense. Karas even grunts for the j.C that doesn’t come out, so that could screw with people who play by audio cues.
Pressuring someone who’s blocking with the slide loop might cause some people stop turtling and react. If you could predict them push blocking your slide and trying to attack you can Counter Super…
I’ve gotten a few throws from Baroque Cancels in pressure strings too; the slide loop for example, Baroque Canceling the charge, then throwing can work since people often assume your Baroque was to continue pressure so they keep blocking. Obviously that’s a waste if you’ve got lots of recoverable life because Baroque doesn’t boost damage from supers, but if you’ve only got a little bit of red life it can be a nice trick.
People probably know this already, but Karas’s counter super can be used well in combination with Roll and Doranjo.
Roll can use her healing super out in the open to bait the opponent, then when they try to attack her, Karas DHC’s in with his counter super.
With Doranjo, you can do the same for her giant falling head super.
I haven’t seen anyone else mention this.
If you hold Forward+C for about 2 seconds, Karas will lunge forward about 3/4 of the screen with an unblockable thrust (the game will automatically lunge you if you just keep holding forward, but you can release C a hair early). If it hits, the opponent will crumple to the ground. From what I found, the frames where your blade are connecting with your opponent are the only times they can be hit with other moves. Once the opponent starts to fall down, nothing else will hit him, either while he’s crumpling or even on the ground (Casshern’s assist totally whiffed). So if you want to get some more mileage out of it, call your assist just before Karas lunges (so they’ll hit at the same time you do) or Baroque and immediately go into the combo of your preference.
Granted, this won’t be the most common tactic, but it will definitely catch someone by surprise if they are turtling up against Karas.
Oh really? Unblockable?
Yup, it charges to an unblockable like Casshern’s punch and Alex’s chop.
Polymar assist makes it very easy to land the unblockable.
During a blocked string: C(one hit, call Polymar)xx6[C], Baroque>combo
Another nice option to help crack that turtle shell.:tup: