Karas- TVC:UAS

I meant what button inputs are those meaning for?

It’s numerical notation. Look at the numpad on your keyboard. Each number corresponds toa direction on the joystick. So 5 is neutral, 6 is right, 4 is left, 2 is down, etc.

ABC are the buttons for light, mid and strong

if something has [ ] square brackets around it, it means it’s a charge motion.

THANK YOU SOOOOOOOOOOOOOOOOOO MUCH! I was just about to drop Karas because not once did it work! So THIS was my problem.

Hey guys. Karas’s chain re-stands staggering opponents. I can’t seem to find a way for him to do this naturally without baroque, but it can make certain assists like Roll useful for continuing his ground combos.

Also, Karas’s unblockable setups are still alive and well. With the right assist you can re-stand unblockable your opponent 100% of the time in the middle of his b&b combo, then baroque and continue.

Here’s how I do it with Polimar as my assist:

5A 2A 5B 2B 5C (1 hit) 63214B > 236B 5B 2B 5C (2 hits) [4]6B > 236B > 6C 5AAAA 5B 5C (call Polimar on the first hit and wait for the second kick to connect) 6C (hold)

that will get you a standing reset if you timed it correctly. an opponent can’t super jump out of that either.

Yatterman 2 works nicely as well. You use 6C as soon as her first stab connects. I find Polimar’s is the best though.

Oh, for the Rekka’s tip (A , B then C), thank you very much. It works very well and it’s A LOT easier.
You can do the 6C -> BBQ when you killed one of the two characters of your opponent, too.

comboing after a bbq 6C scales the damage quite harshly though.

I was just doing that combo for the sake of seeing the longest combo Karas can do with no help. I know its not practical because of the scaling already.

yeah but I’m talking about unblockable resets using 6C.

interestingly, using a polimar assist to uncombo into a guaranteed unblockable leads to about as much damage as a regular b&b…you can baroque after to do a bit more, which lets Karas build a lot of meter. I think going for these resets is going to be a big part of his new game, because due to the way Karas can take anyone to the corner on demand, the positioning for these resets is always consistent.

Thanks Much appreciated. I also have a question on his air combos. Which attacks should I use if I want to crossover in the air because sometimes I cant crossover because the crossover misses from me doing to many combos.

I honestly can’t get the Rekka down even now. FUUUUUUUUUUUUUUUUUUU

What confuses me is why you guys are still doing C(1 hit) chain instead of C(both hits) chain. If you can get the Rekka timing down, there is no reason you can’t time the chain after both hits.

2 hits only seems to work if you’re very close to the opponent, and Karas generally pokes from afar. 1 hit is just safer really.

I use:

launch (slight delay) ^ j.5AA j5BB ^ j.5A 236P

I use j.AABB j.BB 623C, it’s just a little better.
I noticed you can IAD j.C -> jump, IAD again and j.B, and sometimes the j.B do cross up (and it does combo !), it’s pretty cool.
If you use the chain after the 5C’s 2nd hit, it’s doesn’t combo or you need to be really close, so use it after 1st hit.
(I did 27 478b with baroque 20% \o/)

if you cancel into chain on the frame where the 2nd sword hits, it will combo. Very strict timing and not useful though.

For Rekkas into wallbounce I was using 4-6+C, 236+B, 6C 'cause I was not connecting the 2nd Rekka due to the other guy being to high sometimes, and as 1st C Rekka has a small delay to come out it goes pretty good for it as well…Gonna try this A method now and see what happens :slight_smile:

I’m still having Ryu as a partner for Karas, although there’re lots of new options for him and his traps, I still find Ryu as his best partner overall. I’m getting a hard time for switching from Ryu’s 214 super into Karas 236 super now, everytime I try it I get Karas’ lvl3 instead :(, it was (and it is, if it’s still there) one of the best ways to switch from Ryu to karas back then in CGOH.

I can’t get any sort of crossup hitbox to connect on jB unless it’s some weird corner stuff…

Doesn’t chain only combos off the second hit of fierce in the corner?

For the combo after the chain -> kick, if you do things slower and let them drop a bit after 5C before the rekka, they’ll stay in the corner. Do the followup combo faster and rekka while they’re a little higher after 5C and you’ll pop them out to continue the combo midscreen. I use C rekka (seems to be active the longest and the widest hitbox) 236B 6C. This seems easiest to tap at the speed for it to combo.

For the Rekka, can anyone tell me exactly when to input the 6C? I’m trying The tip from earlier and have been messing around on an auto-guard dummy for a couple hours but I just can’t seem to get it out fast enough to combo.

it’s different speeds depending on the button used. i use 236b hold 6 and then immediately hit C.

What do you guys do for approaching? I find that Karas’s 5C is horrible for IAD’s, but his j.AA is excellent for starting combos off an IAD. Occasionally a fullscreen rekka into 3C into 236A seems like a fairly safe way to poke at distant opponents.

I’ve also been working on a list of reset options for different assist types. Using the following combo you can get a reset using karas’s unblockable in the corner, but the timing is different for each assist.

2A 5B 2B 5C (1 hit) 63214A > 236A 5B 5C (2 hits) [4]6C > 236B > 6C 5AAA 5B P 5C(2 hits) 6[c] bbq

depending on which assist you used, you should start doing 6C at a different time during the attack.

All are called on the first hit of 5C

Polimar: start charging 6C as soon as the second kick connects.
Yatterman-2: as soon as her attack starts.
Ippatsuman: immediately after the second hit of 5C
Soki: immediately after the second hit of 5C
Saki: as soon as she starts to swing her gun (slightly before the hit)
Morrigan: as soon as she lands on the ground
Megaman Volnutt: about the third or fourth hit of his drill

There are more whom I haven’t tested

The only way most opponents can get out of this is by using an invincible attack or by tagging out. In the case of a tag-out you can just baroque and then punish their tag with a full combo.

I like to close in with dashing 5Bs, or calling a fireball assist and following it in.

if they’re jumping around at fullscreen, I’ll just slide with 1C and cancel it into a 623A/B/C depending.

I agree that IAD C is not that good. It has not been very effective for me so far. Neither has IAD B, I’m not sure how that’s supposed to be good, since you have to be really close to hit with it. IAD A is the best so far, for starting pressure or combos.