Had a chance to test the setups today in a real match. Only problem I had was that the cross up stuff doesn’t work in the corner, so all you have to pick from is the unblockable. Still pretty good though. I just wanted to try out some of the cross up setups but I seriously had the guy in the corner EVERY SINGLE TIME I had a chance to pull it off. Stupid Karas rushdown.
My biggest problem with Karas is when they just sit there and block. How do you guys open up turtles? I can poke at them all day but it’s hard to get inside and do any real mix ups if they’re on the defensive.
Ill generally keep on attacking since karas is sooo safe when poking, but every once in a while ill grab into level 3 supaa. Btw the karas setups I do work with chun batsu megaman and polymar as the assist. And you can do the cross up in the corner but the opponent has to let you. While the opponent is falling they can choose which way they drift. Which leads to an interesting effect on the mixup in the fact that they can accidentally cross themselves up when you intend to land infront. One more thing, the A upper seems to always be safe if you do it with them in the air, so like in the vids keits put up i use it whenever an opponent is landing on me after I do a chain to build some meter.
IAD mixups are actually pretty effective with Karas. Empy IAD into low will sometimes catch people sleeping, as will up-canceling an IAD B. Unblockable can be good too. I only really throw if they’re being super passive.
So I’m trying to decide which would be better. Using Polymar or Tekkaman as an assist to Karas. Polymar allows for silly setup shenanigans, but with tekkaman, he allows for you to start the infinite regardless of where you’re facing. Dunno if the combo is known but basically you end whatever into 46C 5b 5C assist, assist grabs them and you dash to them and do 5B 5C 46C infinite. Guess I’ll just have to mess around and see who’s more effective in the end.
I second the request for the vids demonstrating the infinite. Seems easy enough but my timing is off or something when doing it; it always drops the combo and/or Karas will slide to the other side.
Also, anyone know what to do against a Chun that abuses Lightning Legs? My friend plays her and it beats out everything Karas throws out there.
xSAMURAIx: I’d think Polymar for the unblockable set ups would be a better choice since you can just baroque into Chain if you need to switch sides for the infinite. You may even be able to combo into Polymar assist, dash through while he holds them and start the combo going back the other way.
RiceMan:Chain, or maybe try to bait lightning legs and catch with counter super or sword spin super if he’s just tossing it out randomly.
For those who requested it, I’ll try to get a video about the infinite and some ways to get into it if I can get a camera/capture device set up .
Good idea actually, I might have to try that out. :lovin:
EDIT
Instead of ending combos in 46B level 3 super, you can do 46B 236B 46B level 3 super for a good bit of extra damage. Also since the last hit is super cancelable, you can do it on block and bait punishes with counter super.
Also if they push block your uppercut you can throw them instantly.
Combo from far side of screen (if against a non-infinitable character / wrong direction) 46B1C till at the wall then before you are up against the wall 46B 236B 46B level 3 super. Does RETARDED damage.
Also timing is hard but you can air throw someone after a B uppercut. Sooooooo, if you end your combo in B uppercut, you can look sexy. Also works off of chun li / polymar assist ender.
^Good stuff.
[4]6B, 236B, 46B, Lvl3 hit for over 26,000; starting it from a 2B it did just under 26k.
Throw after the uppercut is pretty cool, but I can’t seem to follow it up with anything… Tried Lvl3, Mega Crash>combo, and assist but nothing hit. Did you find anything that would hit after the air throw?
The switching sides idea with Polymar works too. Here’s a quick video for it; more done to test the camera, but whatever.
[media=youtube]C2KIvTMtbwk&feature=channel_page[/media]
It also worked with Chun assist; just did a quick check, but to the only way I could combo into it with her was from a deep IAD/j.C, anything else and she’d push them too far back for me too dash through. Can probably be done with other assists too, but timing and set ups will probably vary like with Chun and Polymar.
How are people ending the infinite without 3 meters? [4]6B > 3C doesn’t combo on airborne opponents and I can’t get Polymar to combo in there so I can do 3C to aerial rave.
One option is to end with …[4]6B, 2C, 623B, air throw. I think doing Polymar as they fall frop the DP and going for the unblockable might work on a human as well. Times well in practice mode.
Hmmm for the air throw, in the corner either throw will combo into karas counter throw super canceled into Cassherns OTG super. Works off ground throws too.
For the polymar cross up infinite thing, what’s the command for what you were doing. I can’t get it for some reason.
It’s P, dash through, A, B, 1C, loop. The timing is kinda strict. You have to do it during/slightly after Polymar’s fourth kick or the B or 1C will whiff. I find it way easier to do AAAB1C around Poly’s 3rd kick. It’s pretty loose; the three punches keep Ryu, at least, from flyiing too high up and the 1C is easy to connect.
Not sure how useful this is, either, but after a ground forward throw, you can do the 6[C] and it can connect before they are able to jump. So it could be useful for some tricky damage every now and then. Back throw works near the corner. Doesn’t time out well after air throws.
If Karas has taken some hits and my partner has a fast enough super I usually just DHC to it through counter super after 2C.
xSAM: Fatcat got the command right. The full input was in the description, but here ya go.
IAD/j.C, B, 2B, [4]C, 6B, D(Polymar Assist), 66, A, [4]B, {[1]C, 6B}
ALright got the polymar side switch down. I’m finding it easier for myself to do dash through AAA 5B 5C 46C delayed 1C into infinite. But that’s like the setup I use for starting the infinite from any air hit so I think I’ll just stick with that. Great find though.
Hmmm in return, here’s a setup I use that you guys might like.
46B (call assist) 236B 46B. Your assist should cross up, and this shit is lightning fast. Depending on the assist you can baroque and go into a combo, or just jump back and air combo them in polymar’s case. You can also mix it with the overhead from that string. The assist covers you so it’s hard to see the overhead coming out.
Lately I’ve been using karas with Ryu since ryu’s assist is so good for getting inside, and I feel more confident using ryu by himself than I do polymar. General easy mode strategy is poke with 5B and if you want to mix up do 5C call assist and mix either IAD j.A, dash in 2A, or dash in throw. Works like a charm and it’s really easy.
i’ve taken a liking to Karas / Morrigan, their assists are pretty useful to each other and i’m pretty comfortable playing both
morrigan’s fireball has enough hitstun you can dash through them as a crossup, fun stuff lol
Dunno how you would apply this but you can repeatedly cross someone up at high speeds by holding down forward and hitting 3 attacks, then switch to down back when you cross over lather rinse repeat, the crouching cancels the dash so you go through them way faster.
Looks like you did the followup to that dash attack (:qcf::snka: or :snkb: or :snkc:) or at least something that got registered as that. The initial move doesn’t have to hit in order to do these extra followups:
[:l:]:r::snka: or :snkb: or :snkc: ->
— :qcf::snka: or :snkb: or :snkc: -> to either of the following
------ :r::snkc:
------ [:l:]:r::snka: or :snkb: or :snkc: