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« Karas - Tatsunoko | Main | Hyper Combos »
Thursday
Jan212010

Special Moves

UNGAIKYO

    
QUARTER CIRCLE FORWARD + ATTACK

A defensive attack. Karas spins his sword in front of him at blinding speeds to create a protective disk. The startup is almost instant and it will block almost any frontal assault and can also be used as an anti air, staggering the opponent if they get hit by it. As a bonus it also reflects projectiles. It's not safe on block, so it should be used with care. The Light version is the safest whereas the other version stay out slightly longer and have more recovery.

 

 

NARUKAMI - IN AIR OK

    
FORWARD DOWN DOWN-FORWARD + ATTACK

Karas performs a shoryuken style dragon punch. It has no invincibility during it's startup and travels completely vertically, but is fast and covers his body well. The button pressed determines the height and number of hits, with L being the shortest and safest, and H being the highest and most powerful. Used mainly as a combo ender, Mirror Blade is usually a better anti air. Another use for this special is for mixups. It can be baroqued mid flight to allow Karas to perform a quick aerial overhead attack followed by a low.

 

KASHA

   
CHARGE BACK, FORWARD + ATTACK

The first part of Karas's mighty rekka (3 part) attack. Karas makes a fast dash into his opponent, damaging them with a sonic boom. The light version travels the shortest distance but has the fastest startup, the mid version goes a little further and has more startup, and the strong version has the most startup but goes nearly full screen. Great for surprising opponents from across the screen and vital for continuing combos. It is unsafe on block but it can be canceled into a range of things, including some normals! Followups are as follows:

YOINAGI

DURING KASHA    
QUARTER CIRCLE FORWARD + ATTACK

A very fast low strike from Kasha. Stuns the opponent. If the opponent is high enough, it's possible to combo into Yashaguruma from here, but the timing is strict. This is vital to Karas's overall damage output, so you should learn how to do this. The button pressed causes the hit properties to differ. The light version causes the least knockback, the mid version causes moderate knockback and the heavy version props the opponent up very high, but has some lag. If you're looking to combo into Yashaguruma, then make sure never to use the Heavy version, since it is very hard to get it to connect.

YATO

DURING YOINAGI    
BACK, FORWARD + ATTACK

Karas slices through the opponent, sending them into a spinning knockdown behind him. Karas can then combo into his Moonlight Execution super from there, but it will otherwise end his combo unless an assist is used to keep it going. Karas has better options most of the time.

YASHAGURUMA
DURING YONAGI   
 FORWARD + HARD ATTACK

A wild jumping slash. A bit slow to start up but has a huge hitbox and hits overhead. If it connects it sends the opponent slamming into a wall. It will combo from Yoinagi, making it a necessary combo extender as well as his only natural mixup. This move may be hard to link at first, but it's one of his most important combo extenders.

TOBIMIZUCHI

    
HALF CIRCLE BACK + ATTACK

Karas poses and shoots out his trademark steel cable, which latches onto the opponent and stuns them slightly. If a command is put in during the stun, Karas will follow up with another attack. It can be destroyed by other attacks and the chord will hit giant characters, allowing Karas to launch and combo them. Followups are as follows:

UKIFUNE

DURING TOBIMIZUCHI     
QUARTER CIRCLE FORWARD + ATTACK

Karas tackles the opponent with a flying kick, carrying them all the way over to the corner of the stage before slamming them into the ground with his sword so hard that their body bounces up off the ground. Another way to further extend Karas's impressive combos, the key to this move is that Karas can actually pick the opponent up off the ground with a well-timed attack after their body is bounced. Otherwise it's a nice way to get the opponent into the corner.

TSURIGITSUNE

DURING TOBIMIZUCHI   
QUARTER CIRCLE BACK + ATTACK

Karas flings the opponent behind him with his chord. The light version has barely any lift, the mid version throws them up into the air and the hard version flings them back violently, causing wallbounce. Not as useful as the Ukifune for the sole reason that only one wall bounce is allowed per combo, and Karas will want that wall bounce reserved for Yashaguruma. The mid version seems nice at first, but Ukifune comes to the same thing in the end and does more damage.